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https://github.com/ZDoom/qzdoom.git
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125 lines
4 KiB
C++
125 lines
4 KiB
C++
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/*
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** Voxel rendering
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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_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "r_data/sprites.h"
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#include "d_net.h"
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#include "po_man.h"
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#include "r_things.h"
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#include "r_draw.h"
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#include "r_thread.h"
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#include "r_utility.h"
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#include "r_main.h"
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#include "r_voxel.h"
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namespace swrenderer
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{
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void R_DrawVisVoxel(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom)
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{
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R_SetColorMapLight(sprite->Style.BaseColormap, 0, sprite->Style.ColormapNum << FRACBITS);
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bool visible = R_SetPatchStyle(sprite->Style.RenderStyle, sprite->Style.Alpha, sprite->Translation, sprite->FillColor);
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if (!visible)
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return;
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FVector3 view_origin = sprite->pa.vpos;
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FAngle view_angle = sprite->pa.vang;
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DVector3 sprite_origin = { sprite->gpos.X, sprite->gpos.Y, sprite->gpos.Z };
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DAngle sprite_angle = sprite->Angle;
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double sprite_xscale = FIXED2DBL(sprite->xscale);
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double sprite_yscale = sprite->yscale;
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FVoxel *voxel = sprite->voxel;
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int miplevel = 0;//voxel->NumMips;
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const FVoxelMipLevel &mip = voxel->Mips[miplevel];
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if (mip.SlabData == nullptr)
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return;
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/*
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double spriteSin = sprite_angle.Sin();
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double spriteCos = sprite_angle.Cos();
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double pivotX = (mip.Pivot.X * spriteSin - mip.Pivot.Y * spriteCos);
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double pivotY = (mip.Pivot.X * spriteCos + mip.Pivot.Y * spriteSin);
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double pivotZ = -mip.Pivot.Z;
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*/
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R_FillBox(sprite_origin, 5.0 * sprite_xscale, 5.0 * sprite_yscale, 16, cliptop, clipbottom, false, false);
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}
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void R_FillBox(DVector3 origin, double extentX, double extentY, int color, short *cliptop, short *clipbottom, bool viewspace, bool pixelstretch)
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{
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double viewX, viewY, viewZ;
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if (viewspace)
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{
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viewX = origin.X;
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viewY = origin.Y;
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viewZ = origin.Z;
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}
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else // world space
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{
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double translatedX = origin.X - ViewPos.X;
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double translatedY = origin.Y - ViewPos.Y;
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double translatedZ = origin.Z - ViewPos.Z;
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viewX = translatedX * ViewSin - translatedY * ViewCos;
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viewY = translatedZ;
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viewZ = translatedX * ViewTanCos + translatedY * ViewTanSin;
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}
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if (viewZ < 0.01f)
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return;
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double screenX = CenterX + viewX / viewZ * CenterX;
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double screenY = CenterY - viewY / viewZ * InvZtoScale;
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double screenExtentX = extentX / viewZ * CenterX;
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double screenExtentY = pixelstretch ? screenExtentX * YaspectMul : screenExtentX;
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int x1 = MAX((int)(screenX - screenExtentX), 0);
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int x2 = MIN((int)(screenX + screenExtentX + 0.5f), viewwidth - 1);
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int y1 = MAX((int)(screenY - screenExtentY), 0);
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int y2 = MIN((int)(screenY + screenExtentY + 0.5f), viewheight - 1);
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int pixelsize = r_swtruecolor ? 4 : 1;
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if (y1 < y2)
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{
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for (int x = x1; x < x2; x++)
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{
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int columnY1 = MAX(y1, (int)cliptop[x]);
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int columnY2 = MIN(y2, (int)clipbottom[x]);
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if (columnY1 < columnY2)
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{
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using namespace drawerargs;
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dc_dest = dc_destorg + (dc_pitch * columnY1 + x) * pixelsize;
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dc_color = color;
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dc_count = columnY2 - columnY1;
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R_FillColumn();
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}
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}
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}
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}
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}
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