Decal rendering to r_decal

This commit is contained in:
Magnus Norddahl 2016-12-30 08:31:02 +01:00
parent 50c525161b
commit 99e263e1b3
6 changed files with 318 additions and 264 deletions

View file

@ -830,6 +830,7 @@ set( FASTMATH_PCH_SOURCES
swrenderer/scene/r_particle.cpp
swrenderer/scene/r_playersprite.cpp
swrenderer/scene/r_wallsprite.cpp
swrenderer/scene/r_decal.cpp
polyrenderer/poly_renderer.cpp
polyrenderer/scene/poly_scene.cpp
polyrenderer/scene/poly_portal.cpp

View file

@ -60,13 +60,6 @@ CVAR(Float, r_lod_bias, -1.5, 0); // To do: add CVAR_ARCHIVE | CVAR_GLOBALCONFIG
namespace swrenderer
{
extern "C" short spanend[MAXHEIGHT];
extern float rw_light;
extern float rw_lightstep;
extern int wallshade;
/////////////////////////////////////////////////////////////////////////////
DrawSpanLLVMCommand::DrawSpanLLVMCommand()
{
using namespace drawerargs;

View file

@ -0,0 +1,296 @@
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "swrenderer/r_main.h"
#include "swrenderer/scene/r_things.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_decal.h"
#include "r_3dfloors.h"
#include "swrenderer/drawers/r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_walldraw.h"
#include "r_draw_segment.h"
#include "r_portal.h"
#include "r_wallsprite.h"
#include "r_draw_segment.h"
#include "r_segs.h"
#include "swrenderer/r_memory.h"
namespace swrenderer
{
void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal(sidedef, decal, draw_segment, 0);
}
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double yscale;
BYTE flipx;
double zpos;
int needrepeat = 0;
sector_t *front, *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
FWallCoords savecoord = WallC;
double edge_right = WallSpriteTile->GetWidth();
double edge_left = WallSpriteTile->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(wall, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
decal_left = decal_pos - edge_left * angvec - ViewPos;
decal_right = decal_pos + edge_right * angvec - ViewPos;
if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
goto done;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
goto done;
WallT.InitFromWallCoords(&WallC);
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else if (pass == 0)
{
mceilingclip = walltop;
mfloorclip = ceilingclip;
needrepeat = 1;
}
else
{
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
}
break;
case RF_CLIPUPPER:
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = ceilingclip;
break;
case RF_CLIPMID:
if (curline->backsector != NULL && pass != 2)
{
goto done;
}
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
break;
case RF_CLIPLOWER:
if (pass != 0)
{
goto done;
}
mceilingclip = floorclip;
mfloorclip = wallbottom;
break;
}
yscale = decal->ScaleY;
dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);
x2 = MIN<int>(clipper->x2, x2);
if (x1 >= x2)
{
goto done;
}
PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
lwall[i] = right - lwall[i];
}
}
// Prepare lighting
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
// Draw it
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid -= WallSpriteTile->GetHeight();
}
else
{
sprflipvert = false;
}
float maskedScaleY = float(1 / yscale);
do
{
int x = x1;
bool visible = R_SetPatchStyle(decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (visible)
{
while (x < x2)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
R_WallSpriteColumn(x, maskedScaleY);
x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle();
} while (needrepeat--);
colfunc = basecolfunc;
R_FinishSetPatchStyle();
done:
WallC = savecoord;
}
}

View file

@ -0,0 +1,13 @@
#pragma once
struct side_t;
class DBaseDecal;
namespace swrenderer
{
struct drawseg_t;
void R_RenderDecals(side_t *wall, drawseg_t *draw_segment);
void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
}

View file

@ -52,6 +52,7 @@
#include "r_draw_segment.h"
#include "r_portal.h"
#include "r_wallsprite.h"
#include "r_decal.h"
#include "swrenderer/r_memory.h"
#define WALLYREPEAT 8
@ -138,7 +139,6 @@ FTexture *rw_pic;
static fixed_t *maskedtexturecol;
static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
inline bool IsFogBoundary (sector_t *front, sector_t *back)
{
@ -1810,10 +1810,7 @@ bool R_StoreWallRange (int start, int stop)
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal (curline->sidedef, decal, draw_segment, 0);
}
R_RenderDecals(curline->sidedef, draw_segment);
}
if (rw_markportal)
@ -2035,256 +2032,4 @@ void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
}
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double yscale;
BYTE flipx;
double zpos;
int needrepeat = 0;
sector_t *front, *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
FWallCoords savecoord = WallC;
double edge_right = WallSpriteTile->GetWidth();
double edge_left = WallSpriteTile->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(wall, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
decal_left = decal_pos - edge_left * angvec - ViewPos;
decal_right = decal_pos + edge_right * angvec - ViewPos;
if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
goto done;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
goto done;
WallT.InitFromWallCoords(&WallC);
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else if (pass == 0)
{
mceilingclip = walltop;
mfloorclip = ceilingclip;
needrepeat = 1;
}
else
{
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
}
break;
case RF_CLIPUPPER:
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = ceilingclip;
break;
case RF_CLIPMID:
if (curline->backsector != NULL && pass != 2)
{
goto done;
}
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
break;
case RF_CLIPLOWER:
if (pass != 0)
{
goto done;
}
mceilingclip = floorclip;
mfloorclip = wallbottom;
break;
}
yscale = decal->ScaleY;
dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);
x2 = MIN<int>(clipper->x2, x2);
if (x1 >= x2)
{
goto done;
}
PrepWall (swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
lwall[i] = right - lwall[i];
}
}
// Prepare lighting
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
// Draw it
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid -= WallSpriteTile->GetHeight();
}
else
{
sprflipvert = false;
}
float maskedScaleY = float(1 / yscale);
do
{
int x = x1;
bool visible = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (visible)
{
while (x < x2)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
R_WallSpriteColumn(x, maskedScaleY);
x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle ();
} while (needrepeat--);
colfunc = basecolfunc;
R_FinishSetPatchStyle ();
done:
WallC = savecoord;
}
}

View file

@ -43,12 +43,18 @@ void PrepLWall (fixed_t *lwall, double walxrepeat, int x1, int x2);
void R_RenderSegLoop ();
extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
extern float swall[MAXWIDTH];
extern fixed_t lwall[MAXWIDTH];
extern double lwallscale;
extern float rw_light; // [RH] Scale lights with viewsize adjustments
extern float rw_lightstep;
extern float rw_lightleft;
extern fixed_t rw_offset;
extern int wallshade;
}