mirror of
https://github.com/ZDoom/qzdoom.git
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853 lines
24 KiB
C++
853 lines
24 KiB
C++
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/*
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** Experimental Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly.h"
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#include "r_draw.h"
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#include "r_plane.h" // for yslope
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#include "r_sky.h" // for skyflatnum
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#include "r_things.h" // for pspritexscale
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, st_scale)
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namespace
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{
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short cliptop[MAXWIDTH], clipbottom[MAXWIDTH];
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}
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/////////////////////////////////////////////////////////////////////////////
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void RenderPolyBsp::Render()
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{
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PolyVertexBuffer::Clear();
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for (int i = 0; i < viewwidth; i++)
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{
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cliptop[i] = 0;
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clipbottom[i] = viewheight;
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}
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// Perspective correct:
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float ratio = WidescreenRatio;
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float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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TriMatrix::scale(1.0f, (float)YaspectMul, 1.0f) *
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TriMatrix::rotate((float)ViewPitch.Radians(), 1.0f, 0.0f, 0.0f) *
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TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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worldToClip = TriMatrix::perspective(fovy, ratio, 5.0, 65535.0f) * worldToView;
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// Y shearing like the Doom renderer:
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//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
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// Cull front to back (ok, so we dont cull yet, but we should during this!):
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if (numnodes == 0)
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PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
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else
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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// Render back to front (we don't have a zbuffer at the moment, sniff!):
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for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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RenderPlayerSprites();
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RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
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}
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void RenderPolyBsp::RenderScreenSprites()
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{
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for (auto &sprite : ScreenSprites)
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sprite.Render();
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}
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void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if (line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
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AddLine(line, frontsector);
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}
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TriVertex *floorVertices = PolyVertexBuffer::GetVertices(sub->numlines);
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TriVertex *ceilVertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (floorVertices == nullptr || ceilVertices == nullptr)
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return;
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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int j = sub->numlines - 1 - i;
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ceilVertices[j].x = (float)line->v1->fPos().X;
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ceilVertices[j].y = (float)line->v1->fPos().Y;
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ceilVertices[j].z = (float)frontsector->ceilingplane.ZatPoint(line->v1);
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ceilVertices[j].w = 1.0f;
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ceilVertices[j].varying[0] = ceilVertices[j].x / 64.0f;
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ceilVertices[j].varying[1] = ceilVertices[j].y / 64.0f;
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ceilVertices[j].varying[2] = 1.0f;
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floorVertices[i].x = (float)line->v1->fPos().X;
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floorVertices[i].y = (float)line->v1->fPos().Y;
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floorVertices[i].z = (float)frontsector->floorplane.ZatPoint(line->v1);
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floorVertices[i].w = 1.0f;
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floorVertices[i].varying[0] = floorVertices[i].x / 64.0f;
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floorVertices[i].varying[1] = floorVertices[i].y / 64.0f;
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floorVertices[i].varying[2] = 1.0f;
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}
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FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor));
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if (floortex->UseType != FTexture::TEX_Null)
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TriangleDrawer::draw(worldToClip, floorVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, floortex);
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FTexture *ceiltex = TexMan(frontsector->GetTexture(sector_t::ceiling));
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if (ceiltex->UseType != FTexture::TEX_Null)
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TriangleDrawer::draw(worldToClip, ceilVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, ceiltex);
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/*for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(thing);
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else
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AddSprite(thing);
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}*/
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}
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void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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{
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - ViewPos;
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DVector2 pt2 = line->v2->fPos() - ViewPos;
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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//VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform);
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//VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform);
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RenderPolyWall wall;
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wall.Line = line;
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wall.Colormap = frontsector->ColorMap;
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wall.Masked = false;
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if (line->backsector == nullptr)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
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wall.TopZ = frontceilz1;
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wall.BottomZ = frontfloorz1;
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wall.UnpeggedCeil = frontceilz1;
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wall.Texpart = side_t::mid;
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wall.Render(worldToClip);
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}
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else
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double bottomfloorz1 = frontfloorz1;
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double bottomfloorz2 = frontfloorz2;
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = false;// frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool bothSkyFloor = false;// frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
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wall.TopZ = topceilz1;
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wall.BottomZ = topfloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::top;
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wall.Render(worldToClip);
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}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
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wall.TopZ = bottomceilz1;
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wall.BottomZ = bottomfloorz2;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::bottom;
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wall.Render(worldToClip);
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}
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if (line->sidedef)
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{
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FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
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if (midtex && midtex->UseType != FTexture::TEX_Null)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
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wall.TopZ = middleceilz1;
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wall.BottomZ = middlefloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::mid;
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wall.Masked = true;
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wall.Render(worldToClip);
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}
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}
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}
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}
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void RenderPolyBsp::RenderNode(void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = PointOnSide(ViewPos, bsp);
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// Recursively divide front space (toward the viewer).
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RenderNode(bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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if (!CheckBBox(bsp->bbox[side]))
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return;
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node = bsp->children[side];
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}
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PvsSectors.push_back((subsector_t *)((BYTE *)node - 1));
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//RenderSubsector((subsector_t *)((BYTE *)node - 1));
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}
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void RenderPolyBsp::RenderPlayerSprites()
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{
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if (!r_drawplayersprites ||
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!camera ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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float bobx, boby;
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P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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double wx, wy;
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DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
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if (weapon)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
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{
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RenderPlayerSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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}
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}
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void RenderPolyBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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{
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// decide which patch to use
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if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
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return;
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}
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spritedef_t *def = &sprites[sprite->GetSprite()];
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if (sprite->GetFrame() >= def->numframes)
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
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return;
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}
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spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
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FTextureID picnum = frame->Texture[0];
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bool flip = (frame->Flip & 1) != 0;
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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// Can't interpolate the first tic.
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if (sprite->firstTic)
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{
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sprite->firstTic = false;
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sprite->oldx = sprite->x;
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sprite->oldy = sprite->y;
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}
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double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
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double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
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if (sprite->Flags & PSPF_ADDBOB)
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{
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sx += bobx;
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sy += boby;
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}
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if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
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{
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sx += wx;
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sy += wy;
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}
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// calculate edges of the shape
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double tx = sx - BaseXCenter;
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tx -= tex->GetScaledLeftOffset();
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int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += tex->GetScaledWidth();
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int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
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// Adjust PSprite for fullscreen views
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if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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{
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AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
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|
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] = 1.0f;
|
||
|
|
||
|
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] = 1.0f;
|
||
|
|
||
|
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] = 1.0f;
|
||
|
|
||
|
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] = 1.0f;
|
||
|
|
||
|
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::GetShade()
|
||
|
{
|
||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool foggy = false;
|
||
|
int actualextralight = foggy ? 0 : extralight << 4;
|
||
|
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight);
|
||
|
return shade;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
float RenderPolyWall::GetLight(short x)
|
||
|
{
|
||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||
|
return 0.0f;
|
||
|
else
|
||
|
return (float)(r_WallVisibility / Coords.Z(x));
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||
|
{
|
||
|
CalcU(tex, line, texpart);
|
||
|
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
|
||
|
}
|
||
|
|
||
|
void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
|
||
|
{
|
||
|
double lineLength = line->sidedef->TexelLength;
|
||
|
double lineStart = 0.0;
|
||
|
|
||
|
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
|
||
|
if (!entireSegment)
|
||
|
{
|
||
|
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
|
||
|
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
|
||
|
}
|
||
|
|
||
|
int texWidth = tex->GetWidth();
|
||
|
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
|
||
|
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
|
||
|
u2 = u1 + lineLength;
|
||
|
u1 *= uscale;
|
||
|
u2 *= uscale;
|
||
|
u1 /= texWidth;
|
||
|
u2 /= texWidth;
|
||
|
}
|
||
|
|
||
|
void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||
|
{
|
||
|
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
|
||
|
|
||
|
double yoffset = line->sidedef->GetTextureYOffset(texpart);
|
||
|
if (tex->bWorldPanning)
|
||
|
yoffset *= vscale;
|
||
|
|
||
|
switch (texpart)
|
||
|
{
|
||
|
default:
|
||
|
case side_t::mid:
|
||
|
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
|
||
|
break;
|
||
|
case side_t::top:
|
||
|
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
|
||
|
break;
|
||
|
case side_t::bottom:
|
||
|
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 /= texHeight;
|
||
|
v2 /= texHeight;
|
||
|
}
|
||
|
|
||
|
void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
|
||
|
if (pegged) // bottom to top
|
||
|
{
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 = -yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
v1 = texHeight - v1;
|
||
|
v2 = texHeight - v2;
|
||
|
std::swap(v1, v2);
|
||
|
}
|
||
|
else // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||
|
if (pegged) // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
else // bottom to top
|
||
|
{
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
v1 = texHeight - v1;
|
||
|
v2 = texHeight - v2;
|
||
|
std::swap(v1, v2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||
|
if (pegged) // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v1 = yoffset + (unpeggedceil - topz);
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void PolyScreenSprite::Render()
|
||
|
{
|
||
|
FSpecialColormap *special = nullptr;
|
||
|
FColormapStyle colormapstyle;
|
||
|
PalEntry overlay = 0;
|
||
|
bool usecolormapstyle = false;
|
||
|
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
|
||
|
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||
|
{
|
||
|
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
|
||
|
}
|
||
|
else if (Colormap->Color == PalEntry(255, 255, 255) &&
|
||
|
Colormap->Desaturate == 0)
|
||
|
{
|
||
|
overlay = Colormap->Fade;
|
||
|
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
usecolormapstyle = true;
|
||
|
colormapstyle.Color = Colormap->Color;
|
||
|
colormapstyle.Fade = Colormap->Fade;
|
||
|
colormapstyle.Desaturate = Colormap->Desaturate;
|
||
|
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
|
||
|
}
|
||
|
|
||
|
screen->DrawTexture(Pic,
|
||
|
X1,
|
||
|
Y1,
|
||
|
DTA_DestWidthF, Width,
|
||
|
DTA_DestHeightF, Height,
|
||
|
DTA_Translation, Translation,
|
||
|
DTA_FlipX, Flip,
|
||
|
DTA_TopOffset, 0,
|
||
|
DTA_LeftOffset, 0,
|
||
|
DTA_ClipLeft, viewwindowx,
|
||
|
DTA_ClipTop, viewwindowy,
|
||
|
DTA_ClipRight, viewwindowx + viewwidth,
|
||
|
DTA_ClipBottom, viewwindowy + viewheight,
|
||
|
DTA_AlphaF, visstyle.Alpha,
|
||
|
DTA_RenderStyle, visstyle.RenderStyle,
|
||
|
DTA_FillColor, FillColor,
|
||
|
DTA_SpecialColormap, special,
|
||
|
DTA_ColorOverlay, overlay.d,
|
||
|
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;
|
||
|
}
|