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https://github.com/ZDoom/qzdoom.git
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Move RenderDrawSegment to its own file
This commit is contained in:
parent
6899b351a2
commit
29dcea49d7
9 changed files with 986 additions and 917 deletions
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@ -863,6 +863,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/line/r_walldraw.cpp
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swrenderer/line/r_wallsetup.cpp
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swrenderer/line/r_fogboundary.cpp
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swrenderer/line/r_renderdrawsegment.cpp
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swrenderer/segments/r_clipsegment.cpp
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swrenderer/segments/r_drawsegment.cpp
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swrenderer/segments/r_portalsegment.cpp
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925
src/swrenderer/line/r_renderdrawsegment.cpp
Normal file
925
src/swrenderer/line/r_renderdrawsegment.cpp
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@ -0,0 +1,925 @@
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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 "m_bbox.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "d_net.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_fogboundary.h"
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#include "swrenderer/line/r_renderdrawsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_viewport.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
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{
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float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
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fixed_t *maskedtexturecol = nullptr;
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FTexture *tex;
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int i;
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sector_t tempsec; // killough 4/13/98
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double texheight, texheightscale;
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bool notrelevant = false;
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double rowoffset;
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bool wrap = false;
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const sector_t *sec;
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bool sprflipvert = false;
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curline = ds->curline;
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FDynamicColormap *patchstylecolormap = nullptr;
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bool visible = R_SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
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(float)MIN(curline->linedef->alpha, 1.), 0, 0, patchstylecolormap);
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if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
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{
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return;
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}
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NetUpdate();
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frontsector = curline->frontsector;
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backsector = curline->backsector;
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tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
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if (i_compatflags & COMPATF_MASKEDMIDTEX)
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{
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tex = tex->GetRawTexture();
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}
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// killough 4/13/98: get correct lightlevel for 2s normal textures
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sec = RenderOpaquePass::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
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FDynamicColormap *basecolormap = sec->ColorMap; // [RH] Set basecolormap
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int wallshade = ds->shade;
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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if (fixedlightlev < 0)
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{
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if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
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{
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clip3d->sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
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}
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for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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break;
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}
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}
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}
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short *mfloorclip = ds->sprbottomclip - ds->x1;
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short *mceilingclip = ds->sprtopclip - ds->x1;
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double spryscale;
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// [RH] Draw fog partition
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if (ds->bFogBoundary)
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{
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RenderFogBoundary::Render(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
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if (ds->maskedtexturecol == nullptr)
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{
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goto clearfog;
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}
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}
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if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
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{
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goto clearfog;
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}
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MaskedSWall = ds->swall - ds->x1;
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MaskedScaleY = ds->yscale;
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maskedtexturecol = ds->maskedtexturecol - ds->x1;
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != nullptr)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// find positioning
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texheight = tex->GetScaledHeightDouble();
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texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
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if (texheightscale != 1)
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{
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texheight = texheight / texheightscale;
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}
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double texturemid;
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
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}
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else
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{
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texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
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}
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rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
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wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
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if (!wrap)
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{ // Texture does not wrap vertically.
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double textop;
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if (MaskedScaleY < 0)
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{
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MaskedScaleY = -MaskedScaleY;
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sprflipvert = true;
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}
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if (tex->bWorldPanning)
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid += rowoffset - ViewPos.Z;
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textop = texturemid;
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texturemid *= MaskedScaleY;
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}
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else
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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textop = texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
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texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
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}
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if (sprflipvert)
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{
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MaskedScaleY = -MaskedScaleY;
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texturemid -= tex->GetHeight() << FRACBITS;
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}
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// [RH] Don't bother drawing segs that are completely offscreen
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if (globaldclip * ds->sz1 < -textop && globaldclip * ds->sz2 < -textop)
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{ // Texture top is below the bottom of the screen
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goto clearfog;
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}
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if (globaluclip * ds->sz1 > texheight - textop && globaluclip * ds->sz2 > texheight - textop)
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{ // Texture bottom is above the top of the screen
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goto clearfog;
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}
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if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - ViewPos.Z)
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{
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notrelevant = true;
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goto clearfog;
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}
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if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - ViewPos.Z)
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{
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notrelevant = true;
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goto clearfog;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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if (clip3d->fake3D & FAKE3D_CLIPTOP)
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{
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wallupper.Project(textop < clip3d->sclipTop - ViewPos.Z ? textop : clip3d->sclipTop - ViewPos.Z, &WallC);
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}
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else
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{
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wallupper.Project(textop, &WallC);
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}
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if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
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{
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walllower.Project(textop - texheight > clip3d->sclipBottom - ViewPos.Z ? textop - texheight : clip3d->sclipBottom - ViewPos.Z, &WallC);
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}
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else
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{
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walllower.Project(textop - texheight, &WallC);
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}
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for (i = x1; i < x2; i++)
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{
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if (wallupper.ScreenY[i] < mceilingclip[i])
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wallupper.ScreenY[i] = mceilingclip[i];
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}
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for (i = x1; i < x2; i++)
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{
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if (walllower.ScreenY[i] > mfloorclip[i])
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walllower.ScreenY[i] = mfloorclip[i];
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}
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if (clip3d->CurrentSkybox)
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{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
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// or above the ceiling, so the appropriate end won't be clipped automatically when adding
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// this drawseg.
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if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
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(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
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{
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ClipMidtex(x1, x2);
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}
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}
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mfloorclip = walllower.ScreenY;
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mceilingclip = wallupper.ScreenY;
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// draw the columns one at a time
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if (visible)
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{
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for (int x = x1; x < x2; ++x)
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{
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if (fixedcolormap == nullptr && fixedlightlev < 0)
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{
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
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double sprtopscreen;
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if (sprflipvert)
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sprtopscreen = CenterY + texturemid * spryscale;
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else
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sprtopscreen = CenterY - texturemid * spryscale;
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R_DrawMaskedColumn(x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip);
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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}
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}
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}
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else
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{ // Texture does wrap vertically.
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if (tex->bWorldPanning)
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid = (texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
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}
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else
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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if (clip3d->CurrentSkybox)
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{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
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// or above the ceiling, so the appropriate end won't be clipped automatically when adding
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// this drawseg.
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if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
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(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
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{
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ClipMidtex(x1, x2);
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}
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}
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if (clip3d->fake3D & FAKE3D_CLIPTOP)
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{
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wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (wallupper.ScreenY[i] < mceilingclip[i])
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wallupper.ScreenY[i] = mceilingclip[i];
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}
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mceilingclip = wallupper.ScreenY;
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}
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if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
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{
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walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (walllower.ScreenY[i] > mfloorclip[i])
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walllower.ScreenY[i] = mfloorclip[i];
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}
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mfloorclip = walllower.ScreenY;
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}
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rw_offset = 0;
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rw_pic = tex;
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double top, bot;
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart;
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renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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}
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clearfog:
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if (ds->bFakeBoundary & 3)
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{
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RenderFakeWallRange(ds, x1, x2, wallshade);
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}
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if (!notrelevant)
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{
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if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
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{
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if (!wrap)
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{
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assert(ds->bkup != nullptr);
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memcpy(ds->sprtopclip, ds->bkup, (ds->x2 - ds->x1) * 2);
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}
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}
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else
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{
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fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
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}
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}
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return;
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}
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// kg3D - render one fake wall
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
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{
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int i;
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double xscale;
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double yscale;
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fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
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bool visible = R_SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
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Alpha, 0, 0, basecolormap);
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if (!visible)
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return;
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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short *mfloorclip = ds->sprbottomclip - ds->x1;
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short *mceilingclip = ds->sprtopclip - ds->x1;
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//double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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float *MaskedSWall = ds->swall - ds->x1;
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// find positioning
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side_t *scaledside;
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side_t::ETexpart scaledpart;
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if (rover->flags & FF_UPPERTEXTURE)
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{
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scaledside = curline->sidedef;
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scaledpart = side_t::top;
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}
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else if (rover->flags & FF_LOWERTEXTURE)
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{
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scaledside = curline->sidedef;
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scaledpart = side_t::bottom;
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}
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else
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{
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scaledside = rover->master->sidedef[0];
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scaledpart = side_t::mid;
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}
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xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
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yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
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double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
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double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
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rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
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if (rowoffset < 0)
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{
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rowoffset += rw_pic->GetHeight();
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}
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double texturemid = (planez - ViewPos.Z) * yscale;
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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.
|
||||
|
||||
texturemid = 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.
|
||||
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;
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
|
||||
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < mceilingclip[i])
|
||||
wallupper.ScreenY[i] = mceilingclip[i];
|
||||
}
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower.ScreenY[i] > mfloorclip[i])
|
||||
walllower.ScreenY[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
ProjectedWallTexcoords walltexcoords;
|
||||
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
|
||||
|
||||
double top, bot;
|
||||
GetMaskedWallTopBottom(ds, top, bot);
|
||||
|
||||
RenderWallPart renderWallpart;
|
||||
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
|
||||
}
|
||||
|
||||
// kg3D - walls of fake floors
|
||||
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *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;
|
||||
|
||||
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();
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
|
||||
// maybe fix clipheights
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPBOTTOM)) clip3d->sclipBottom = floorHeight;
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPTOP)) clip3d->sclipTop = ceilingHeight;
|
||||
|
||||
// maybe not visible
|
||||
if (clip3d->sclipBottom >= frontsector->CenterCeiling()) return;
|
||||
if (clip3d->sclipTop <= frontsector->CenterFloor()) return;
|
||||
|
||||
if (clip3d->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() <= clip3d->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() >= clip3d->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() <= clip3d->sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clip3d->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() <= clip3d->sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clip3d->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
|
||||
FDynamicColormap *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 (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
||||
}
|
||||
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() >= clip3d->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() <= clip3d->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() >= clip3d->sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clip3d->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() >= clip3d->sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clip3d->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
|
||||
FDynamicColormap *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 (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Clip a midtexture to the floor and ceiling of the sector in front of it.
|
||||
void RenderDrawSegment::ClipMidtex(int x1, int x2)
|
||||
{
|
||||
ProjectedWallLine most;
|
||||
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
|
||||
most.Project(curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < most.ScreenY[i])
|
||||
wallupper.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
most.Project(curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (walllower.ScreenY[i] > most.ScreenY[i])
|
||||
walllower.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
}
|
||||
|
||||
void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
|
||||
{
|
||||
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
|
||||
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
|
||||
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
|
||||
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
|
||||
top = MAX(frontcz1, frontcz2);
|
||||
bot = MIN(frontfz1, frontfz2);
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
||||
{
|
||||
top = MIN(top, clip3d->sclipTop);
|
||||
}
|
||||
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
||||
{
|
||||
bot = MAX(bot, clip3d->sclipBottom);
|
||||
}
|
||||
}
|
||||
}
|
47
src/swrenderer/line/r_renderdrawsegment.h
Normal file
47
src/swrenderer/line/r_renderdrawsegment.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// 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.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "swrenderer/segments/r_drawsegment.h"
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
class RenderDrawSegment
|
||||
{
|
||||
public:
|
||||
void Render(DrawSegment *ds, int x1, int x2);
|
||||
|
||||
private:
|
||||
void ClipMidtex(int x1, int x2);
|
||||
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
|
||||
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
|
||||
void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
|
||||
|
||||
sector_t *frontsector = nullptr;
|
||||
sector_t *backsector = nullptr;
|
||||
|
||||
seg_t *curline = nullptr;
|
||||
|
||||
FWallCoords WallC;
|
||||
FWallTmapVals WallT;
|
||||
|
||||
float rw_light = 0.0f;
|
||||
float rw_lightstep = 0.0f;
|
||||
fixed_t rw_offset = 0;
|
||||
FTexture *rw_pic = nullptr;
|
||||
|
||||
ProjectedWallLine wallupper;
|
||||
ProjectedWallLine walllower;
|
||||
};
|
||||
}
|
|
@ -36,6 +36,7 @@
|
|||
#include "swrenderer/scene/r_light.h"
|
||||
#include "swrenderer/plane/r_visibleplane.h"
|
||||
#include "swrenderer/plane/r_visibleplanelist.h"
|
||||
#include "swrenderer/line/r_renderdrawsegment.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
EXTERN_CVAR(Int, r_drawfuzz)
|
||||
|
|
|
@ -41,8 +41,6 @@
|
|||
#include "swrenderer/scene/r_light.h"
|
||||
#include "swrenderer/scene/r_viewport.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
DrawSegmentList *DrawSegmentList::Instance()
|
||||
|
@ -87,883 +85,4 @@ namespace swrenderer
|
|||
|
||||
return ds_p++;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Clip a midtexture to the floor and ceiling of the sector in front of it.
|
||||
void RenderDrawSegment::ClipMidtex(int x1, int x2)
|
||||
{
|
||||
ProjectedWallLine most;
|
||||
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
|
||||
most.Project(curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < most.ScreenY[i])
|
||||
wallupper.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
most.Project(curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (walllower.ScreenY[i] > most.ScreenY[i])
|
||||
walllower.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
}
|
||||
|
||||
void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
|
||||
{
|
||||
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
|
||||
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
|
||||
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
|
||||
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
|
||||
top = MAX(frontcz1, frontcz2);
|
||||
bot = MIN(frontfz1, frontfz2);
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
||||
{
|
||||
top = MIN(top, clip3d->sclipTop);
|
||||
}
|
||||
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
||||
{
|
||||
bot = MAX(bot, clip3d->sclipBottom);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
|
||||
{
|
||||
float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
|
||||
fixed_t *maskedtexturecol = nullptr;
|
||||
|
||||
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;
|
||||
|
||||
bool sprflipvert = false;
|
||||
|
||||
curline = ds->curline;
|
||||
|
||||
FDynamicColormap *patchstylecolormap = nullptr;
|
||||
bool visible = R_SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
|
||||
(float)MIN(curline->linedef->alpha, 1.), 0, 0, patchstylecolormap);
|
||||
|
||||
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 = RenderOpaquePass::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
|
||||
FDynamicColormap *basecolormap = sec->ColorMap; // [RH] Set basecolormap
|
||||
|
||||
int wallshade = ds->shade;
|
||||
rw_lightstep = ds->lightstep;
|
||||
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
|
||||
if (fixedlightlev < 0)
|
||||
{
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
|
||||
{
|
||||
clip3d->sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
|
||||
}
|
||||
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
short *mfloorclip = ds->sprbottomclip - ds->x1;
|
||||
short *mceilingclip = ds->sprtopclip - ds->x1;
|
||||
double spryscale;
|
||||
|
||||
// [RH] Draw fog partition
|
||||
if (ds->bFogBoundary)
|
||||
{
|
||||
RenderFogBoundary::Render(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
|
||||
if (ds->maskedtexturecol == nullptr)
|
||||
{
|
||||
goto clearfog;
|
||||
}
|
||||
}
|
||||
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
|
||||
{
|
||||
goto clearfog;
|
||||
}
|
||||
|
||||
MaskedSWall = ds->swall - ds->x1;
|
||||
MaskedScaleY = ds->yscale;
|
||||
maskedtexturecol = 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;
|
||||
}
|
||||
|
||||
double texturemid;
|
||||
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
|
||||
{
|
||||
texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
|
||||
}
|
||||
else
|
||||
{
|
||||
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.
|
||||
texturemid += rowoffset - ViewPos.Z;
|
||||
textop = texturemid;
|
||||
texturemid *= MaskedScaleY;
|
||||
}
|
||||
else
|
||||
{
|
||||
// rowoffset is added outside the multiply so that it positions the texture
|
||||
// by texels instead of world units.
|
||||
textop = texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
|
||||
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
|
||||
}
|
||||
if (sprflipvert)
|
||||
{
|
||||
MaskedScaleY = -MaskedScaleY;
|
||||
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 ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - ViewPos.Z)
|
||||
{
|
||||
notrelevant = true;
|
||||
goto clearfog;
|
||||
}
|
||||
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - ViewPos.Z)
|
||||
{
|
||||
notrelevant = true;
|
||||
goto clearfog;
|
||||
}
|
||||
|
||||
WallC.sz1 = ds->sz1;
|
||||
WallC.sz2 = ds->sz2;
|
||||
WallC.sx1 = ds->sx1;
|
||||
WallC.sx2 = ds->sx2;
|
||||
|
||||
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
||||
{
|
||||
wallupper.Project(textop < clip3d->sclipTop - ViewPos.Z ? textop : clip3d->sclipTop - ViewPos.Z, &WallC);
|
||||
}
|
||||
else
|
||||
{
|
||||
wallupper.Project(textop, &WallC);
|
||||
}
|
||||
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
||||
{
|
||||
walllower.Project(textop - texheight > clip3d->sclipBottom - ViewPos.Z ? textop - texheight : clip3d->sclipBottom - ViewPos.Z, &WallC);
|
||||
}
|
||||
else
|
||||
{
|
||||
walllower.Project(textop - texheight, &WallC);
|
||||
}
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < mceilingclip[i])
|
||||
wallupper.ScreenY[i] = mceilingclip[i];
|
||||
}
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower.ScreenY[i] > mfloorclip[i])
|
||||
walllower.ScreenY[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
if (clip3d->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.ScreenY;
|
||||
mceilingclip = wallupper.ScreenY;
|
||||
|
||||
// draw the columns one at a time
|
||||
if (visible)
|
||||
{
|
||||
for (int x = x1; x < x2; ++x)
|
||||
{
|
||||
if (fixedcolormap == nullptr && fixedlightlev < 0)
|
||||
{
|
||||
R_SetColorMapLight(basecolormap, rw_light, wallshade);
|
||||
}
|
||||
|
||||
fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
|
||||
double sprtopscreen;
|
||||
if (sprflipvert)
|
||||
sprtopscreen = CenterY + texturemid * spryscale;
|
||||
else
|
||||
sprtopscreen = CenterY - texturemid * spryscale;
|
||||
|
||||
R_DrawMaskedColumn(x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip);
|
||||
|
||||
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.
|
||||
texturemid = (texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
|
||||
}
|
||||
else
|
||||
{
|
||||
// rowoffset is added outside the multiply so that it positions the texture
|
||||
// by texels instead of world units.
|
||||
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
|
||||
}
|
||||
|
||||
WallC.sz1 = ds->sz1;
|
||||
WallC.sz2 = ds->sz2;
|
||||
WallC.sx1 = ds->sx1;
|
||||
WallC.sx2 = ds->sx2;
|
||||
|
||||
if (clip3d->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 (clip3d->fake3D & FAKE3D_CLIPTOP)
|
||||
{
|
||||
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < mceilingclip[i])
|
||||
wallupper.ScreenY[i] = mceilingclip[i];
|
||||
}
|
||||
mceilingclip = wallupper.ScreenY;
|
||||
}
|
||||
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
||||
{
|
||||
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower.ScreenY[i] > mfloorclip[i])
|
||||
walllower.ScreenY[i] = mfloorclip[i];
|
||||
}
|
||||
mfloorclip = walllower.ScreenY;
|
||||
}
|
||||
|
||||
rw_offset = 0;
|
||||
rw_pic = tex;
|
||||
|
||||
double top, bot;
|
||||
GetMaskedWallTopBottom(ds, top, bot);
|
||||
|
||||
RenderWallPart renderWallpart;
|
||||
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
|
||||
}
|
||||
|
||||
clearfog:
|
||||
if (ds->bFakeBoundary & 3)
|
||||
{
|
||||
RenderFakeWallRange(ds, x1, x2, wallshade);
|
||||
}
|
||||
if (!notrelevant)
|
||||
{
|
||||
if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
|
||||
{
|
||||
if (!wrap)
|
||||
{
|
||||
assert(ds->bkup != nullptr);
|
||||
memcpy(ds->sprtopclip, ds->bkup, (ds->x2 - ds->x1) * 2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// kg3D - render one fake wall
|
||||
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
|
||||
{
|
||||
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, basecolormap);
|
||||
|
||||
if (!visible)
|
||||
return;
|
||||
|
||||
rw_lightstep = ds->lightstep;
|
||||
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
|
||||
|
||||
short *mfloorclip = ds->sprbottomclip - ds->x1;
|
||||
short *mceilingclip = ds->sprtopclip - ds->x1;
|
||||
|
||||
//double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
|
||||
float *MaskedSWall = 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();
|
||||
}
|
||||
double 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.
|
||||
|
||||
texturemid = 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.
|
||||
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;
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
|
||||
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < mceilingclip[i])
|
||||
wallupper.ScreenY[i] = mceilingclip[i];
|
||||
}
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower.ScreenY[i] > mfloorclip[i])
|
||||
walllower.ScreenY[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
ProjectedWallTexcoords walltexcoords;
|
||||
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
|
||||
|
||||
double top, bot;
|
||||
GetMaskedWallTopBottom(ds, top, bot);
|
||||
|
||||
RenderWallPart renderWallpart;
|
||||
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
|
||||
}
|
||||
|
||||
// kg3D - walls of fake floors
|
||||
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *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;
|
||||
|
||||
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();
|
||||
|
||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||
|
||||
// maybe fix clipheights
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPBOTTOM)) clip3d->sclipBottom = floorHeight;
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPTOP)) clip3d->sclipTop = ceilingHeight;
|
||||
|
||||
// maybe not visible
|
||||
if (clip3d->sclipBottom >= frontsector->CenterCeiling()) return;
|
||||
if (clip3d->sclipTop <= frontsector->CenterFloor()) return;
|
||||
|
||||
if (clip3d->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() <= clip3d->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() >= clip3d->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() <= clip3d->sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clip3d->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() <= clip3d->sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clip3d->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
|
||||
FDynamicColormap *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 (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
||||
}
|
||||
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() >= clip3d->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() <= clip3d->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() >= clip3d->sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clip3d->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() >= clip3d->sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clip3d->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
|
||||
FDynamicColormap *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 (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clip3d->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(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -67,32 +67,4 @@ namespace swrenderer
|
|||
private:
|
||||
size_t MaxDrawSegs = 0;
|
||||
};
|
||||
|
||||
class RenderDrawSegment
|
||||
{
|
||||
public:
|
||||
void Render(DrawSegment *ds, int x1, int x2);
|
||||
|
||||
private:
|
||||
void ClipMidtex(int x1, int x2);
|
||||
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
|
||||
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
|
||||
void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
|
||||
|
||||
sector_t *frontsector = nullptr;
|
||||
sector_t *backsector = nullptr;
|
||||
|
||||
seg_t *curline = nullptr;
|
||||
|
||||
FWallCoords WallC;
|
||||
FWallTmapVals WallT;
|
||||
|
||||
float rw_light = 0.0f;
|
||||
float rw_lightstep = 0.0f;
|
||||
fixed_t rw_offset = 0;
|
||||
FTexture *rw_pic = nullptr;
|
||||
|
||||
ProjectedWallLine wallupper;
|
||||
ProjectedWallLine walllower;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -20,7 +20,6 @@
|
|||
#include "m_swap.h"
|
||||
#include "i_system.h"
|
||||
#include "w_wad.h"
|
||||
#include "swrenderer/things/r_particle.h"
|
||||
#include "c_console.h"
|
||||
#include "c_cvars.h"
|
||||
#include "c_dispatch.h"
|
||||
|
@ -37,11 +36,6 @@
|
|||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
#include "v_palette.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_data/colormaps.h"
|
||||
|
@ -49,11 +43,18 @@
|
|||
#include "p_local.h"
|
||||
#include "p_maputl.h"
|
||||
#include "r_voxel.h"
|
||||
#include "swrenderer/segments/r_drawsegment.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
#include "swrenderer/scene/r_viewport.h"
|
||||
#include "swrenderer/scene/r_light.h"
|
||||
#include "swrenderer/segments/r_drawsegment.h"
|
||||
#include "swrenderer/line/r_renderdrawsegment.h"
|
||||
#include "swrenderer/things/r_particle.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
||||
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
#include "swrenderer/things/r_wallsprite.h"
|
||||
#include "swrenderer/things/r_playersprite.h"
|
||||
#include "swrenderer/segments/r_drawsegment.h"
|
||||
#include "swrenderer/line/r_renderdrawsegment.h"
|
||||
#include "swrenderer/plane/r_visibleplane.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/scene/r_light.h"
|
||||
|
|
|
@ -23,6 +23,8 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "r_visiblesprite.h"
|
||||
|
||||
struct kvxslab_t;
|
||||
struct FVoxelMipLevel;
|
||||
struct FVoxel;
|
||||
|
|
Loading…
Reference in a new issue