Moved r_line into a class and implemented proper parameter passing between r_line and r_bsp, r_walldraw, r_wallsetup, r_decal, r_wallsprite, r_fogboundary, r_portal and r_playersprite

This commit is contained in:
Magnus Norddahl 2017-01-03 18:57:48 +01:00
parent aa11534033
commit a4c0e29913
18 changed files with 229 additions and 223 deletions

View File

@ -51,72 +51,16 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
subsector_t *InSubsector;
sector_t *frontsector;
sector_t *backsector;
seg_t *curline;
side_t *sidedef;
line_t *linedef;
FWallCoords WallC;
FWallTmapVals WallT;
double rw_backcz1;
double rw_backcz2;
double rw_backfz1;
double rw_backfz2;
double rw_frontcz1;
double rw_frontcz2;
double rw_frontfz1;
double rw_frontfz2;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light;
float rw_lightstep;
float rw_lightleft;
fixed_t rw_offset;
double rw_midtexturemid;
double rw_toptexturemid;
double rw_bottomtexturemid;
double rw_midtexturescalex;
double rw_midtexturescaley;
double rw_toptexturescalex;
double rw_toptexturescaley;
double rw_bottomtexturescalex;
double rw_bottomtexturescaley;
FTexture *rw_pic;
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
namespace
{
bool doorclosed;
int wallshade;
}
void R_AddLine(seg_t *line)
void SWRenderLine::R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
DVector2 pt1, pt2;
InSubsector = subsector;
frontsector = sector;
backsector = fakebacksector;
curline = line;
// [RH] Color if not texturing line
@ -188,7 +132,7 @@ namespace swrenderer
// kg3D - its fake, no transfer_heights
if (!(fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);
backsector = R_FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
}
doorclosed = false; // killough 4/16/98
@ -341,13 +285,19 @@ namespace swrenderer
#endif
}
if (R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, R_StoreWallRange))
static SWRenderLine *self = this;
bool visible = R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, [](int x1, int x2) -> bool
{
return self->R_StoreWallRange(x1, x2);
});
if (visible)
{
InSubsector->flags |= SSECF_DRAWN;
}
}
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
bool SWRenderLine::R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
@ -365,7 +315,7 @@ namespace swrenderer
}
// A wall segment will be drawn between start and stop pixels (inclusive).
bool R_StoreWallRange(int start, int stop)
bool SWRenderLine::R_StoreWallRange(int start, int stop)
{
int i;
bool maskedtexture = false;
@ -625,7 +575,7 @@ namespace swrenderer
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
R_RenderDecals(curline->sidedef, draw_segment, wallshade);
R_RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC);
}
if (rw_markportal)
@ -660,7 +610,7 @@ namespace swrenderer
return !(fake3D & FAKE3D_FAKEMASK);
}
void R_NewWall(bool needlights)
void SWRenderLine::R_NewWall(bool needlights)
{
double rowoffset;
double yrepeat;
@ -968,7 +918,7 @@ namespace swrenderer
bottomtexture ? (bottomtexture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
1.;
PrepWall(swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2);
PrepWall(swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
if (fixedcolormap == NULL && fixedlightlev < 0)
{
@ -986,7 +936,7 @@ namespace swrenderer
}
}
bool IsFogBoundary(sector_t *front, sector_t *back)
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back)
{
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
@ -995,7 +945,7 @@ namespace swrenderer
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
void R_RenderSegLoop(int x1, int x2)
void SWRenderLine::R_RenderSegLoop(int x1, int x2)
{
int x;
double xscale;
@ -1094,7 +1044,7 @@ namespace swrenderer
yscale = rw_pic->Scale.Y * rw_midtexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
@ -1109,7 +1059,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
fillshort(ceilingclip + x1, x2 - x1, viewheight);
fillshort(floorclip + x1, x2 - x1, 0xffff);
@ -1130,7 +1080,7 @@ namespace swrenderer
yscale = rw_pic->Scale.Y * rw_toptexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
@ -1145,7 +1095,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
memcpy(ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
}
@ -1169,7 +1119,7 @@ namespace swrenderer
yscale = rw_pic->Scale.Y * rw_bottomtexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
@ -1184,7 +1134,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
memcpy(floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
}

View File

@ -35,7 +35,12 @@ namespace swrenderer
void InitFromLine(const DVector2 &left, const DVector2 &right);
};
void R_AddLine(seg_t *line);
class SWRenderLine
{
public:
void R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
private:
bool R_StoreWallRange(int start, int stop);
void R_NewWall(bool needlights);
void R_RenderSegLoop(int x1, int x2);
@ -43,51 +48,61 @@ namespace swrenderer
bool IsFogBoundary(sector_t *front, sector_t *back);
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector);
extern subsector_t *InSubsector;
extern sector_t *frontsector;
extern sector_t *backsector;
subsector_t *InSubsector;
sector_t *frontsector;
sector_t *backsector;
extern seg_t *curline;
extern side_t *sidedef;
extern line_t *linedef;
seg_t *curline;
side_t *sidedef;
line_t *linedef;
extern FWallCoords WallC;
extern FWallTmapVals WallT;
FWallCoords WallC;
FWallTmapVals WallT;
extern double rw_backcz1;
extern double rw_backcz2;
extern double rw_backfz1;
extern double rw_backfz2;
extern double rw_frontcz1;
extern double rw_frontcz2;
extern double rw_frontfz1;
extern double rw_frontfz2;
double rw_backcz1;
double rw_backcz2;
double rw_backfz1;
double rw_backfz2;
double rw_frontcz1;
double rw_frontcz2;
double rw_frontfz1;
double rw_frontfz2;
extern fixed_t rw_offset_top;
extern fixed_t rw_offset_mid;
extern fixed_t rw_offset_bottom;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
extern int rw_ceilstat, rw_floorstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern bool rw_prepped;
extern bool rw_markportal;
extern bool rw_havehigh;
extern bool rw_havelow;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
extern float rw_light;
extern float rw_lightstep;
extern float rw_lightleft;
float rw_light;
float rw_lightstep;
float rw_lightleft;
extern fixed_t rw_offset;
extern double rw_midtexturemid;
extern double rw_toptexturemid;
extern double rw_bottomtexturemid;
extern double rw_midtexturescalex;
extern double rw_midtexturescaley;
extern double rw_toptexturescalex;
extern double rw_toptexturescaley;
extern double rw_bottomtexturescalex;
extern double rw_bottomtexturescaley;
fixed_t rw_offset;
double rw_midtexturemid;
double rw_toptexturemid;
double rw_bottomtexturemid;
double rw_midtexturescalex;
double rw_midtexturescaley;
double rw_toptexturescalex;
double rw_toptexturescaley;
double rw_bottomtexturescalex;
double rw_bottomtexturescaley;
extern FTexture *rw_pic;
FTexture *rw_pic;
bool doorclosed;
int wallshade;
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
};
}

View File

@ -51,7 +51,10 @@ namespace swrenderer
{
using namespace drawerargs;
extern FTexture *rw_pic;
namespace
{
FTexture *rw_pic;
}
static const uint8_t *R_GetColumn(FTexture *tex, int col)
{
@ -191,9 +194,9 @@ namespace swrenderer
}
// Draw a column with support for non-power-of-two ranges
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
static void Draw1Column(const FWallCoords &WallC, int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
{
if (r_dynlights)
if (r_dynlights && dc_light_list)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
@ -330,14 +333,13 @@ namespace swrenderer
}
static void ProcessWallWorker(
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade,
const FWallCoords &WallC,
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep,
const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
{
if (rw_pic->UseType == FTexture::TEX_Null)
return;
fixed_t xoffset = rw_offset;
rw_pic->GetHeight(); // To ensure that rw_pic->HeightBits has been set
int fracbits = 32 - rw_pic->HeightBits;
if (fracbits == 32)
@ -374,11 +376,9 @@ namespace swrenderer
dc_normal.Y = -dx / length;
dc_normal.Z = 0.0f;
float light = rw_light;
double xmagnitude = 1.0;
for (int x = x1; x < x2; x++, light += rw_lightstep)
for (int x = x1; x < x2; x++, light += lightstep)
{
int y1 = uwal[x];
int y2 = dwal[x];
@ -391,44 +391,44 @@ namespace swrenderer
if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic, getcol);
Draw1Column(x, y1, y2, sampler, drawcolumn);
Draw1Column(WallC, x, y1, y2, sampler, drawcolumn);
}
NetUpdate();
}
static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessNormalWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallColumn);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallColumn);
}
static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessMaskedWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
}
}
static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessTranslucentWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
DrawerFunc drawcol1 = R_GetTransMaskDrawer();
if (drawcol1 == nullptr)
{
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, drawcol1);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, drawcol1);
}
}
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
{
FDynamicColormap *startcolormap = basecolormap;
bool fogginess = foggy;
@ -452,7 +452,7 @@ namespace swrenderer
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessNormalWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade);
ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
up = down;
down = (down == most1) ? most2 : most1;
}
@ -462,32 +462,32 @@ namespace swrenderer
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
}
ProcessNormalWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade);
ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
basecolormap = startcolormap;
}
static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, bool mask)
static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
{
if (mask)
{
if (colfunc == basecolfunc)
{
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
}
else
{
ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
}
else
{
ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
}
}
}
@ -503,7 +503,7 @@ namespace swrenderer
//
//=============================================================================
static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, bool mask)
static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
@ -530,14 +530,14 @@ namespace swrenderer
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
}
else
{ // upside down: draw strips from bottom to top
@ -554,19 +554,20 @@ namespace swrenderer
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
}
}
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
{
rw_pic = pic;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
@ -583,31 +584,34 @@ namespace swrenderer
{
bot = MAX(bot, sclipBottom);
}
ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, true);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true);
}
else
{
ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, true);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true);
}
}
void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, FLightNode *light_list)
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list)
{
rw_pic = pic;
dc_light_list = light_list;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, false);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false);
}
else
{
ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, false);
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false);
}
dc_light_list = nullptr;
}
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x))
void R_DrawSkySegment(FTexture *pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int x))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
rw_pic = pic;
FWallCoords wallC; // Not used. To do: don't use r_walldraw to draw the sky!!
ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
}
}

View File

@ -19,6 +19,7 @@ struct FLightNode;
namespace swrenderer
{
struct drawseg_t;
struct FWallCoords;
struct WallSampler
{
@ -35,7 +36,7 @@ namespace swrenderer
uint32_t height;
};
void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, FLightNode *light_list);
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const uint8_t *(*getcol)(FTexture *tex, int col));
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade);
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list);
void R_DrawSkySegment(FTexture *rw_pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int col));
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep);
}

View File

@ -153,7 +153,7 @@ namespace swrenderer
}
}
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
@ -191,7 +191,7 @@ namespace swrenderer
}
}
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);

View File

@ -6,6 +6,7 @@
namespace swrenderer
{
struct FWallCoords;
struct FWallTmapVals;
extern short walltop[MAXWIDTH];
extern short wallbottom[MAXWIDTH];
@ -19,6 +20,6 @@ namespace swrenderer
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc, seg_t *line, bool xflip);
int R_CreateWallSegmentY(short *outbuf, double z, const FWallCoords *wallc);
void PrepWall(float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2);
void PrepLWall(fixed_t *lwall, double walxrepeat, int x1, int x2);
void PrepWall(float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT);
void PrepLWall(fixed_t *lwall, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT);
}

View File

@ -51,14 +51,13 @@ namespace swrenderer
short spanend[MAXHEIGHT];
}
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade)
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep)
{
// This is essentially the same as R_MapVisPlane but with an extra step
// to create new horizontal spans whenever the light changes enough that
// we need to use a new colormap.
double lightstep = rw_lightstep;
double light = rw_light + rw_lightstep*(x2 - x1 - 1);
float light = lightleft + lightstep*(x2 - x1 - 1);
int x = x2 - 1;
int t2 = uclip[x];
int b2 = dclip[x];
@ -82,7 +81,7 @@ namespace swrenderer
const int xr = x + 1;
int stop;
light -= rw_lightstep;
light -= lightstep;
lcolormap = GETPALOOKUP(light, wallshade);
if (lcolormap != rcolormap)
{

View File

@ -17,6 +17,6 @@
namespace swrenderer
{
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade);
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep);
void R_DrawFogBoundarySection(int y, int y2, int x1);
}

View File

@ -453,10 +453,7 @@ namespace swrenderer
lastskycol_bgra[x] = 0xffffffff;
}
rw_pic = frontskytex;
rw_offset = 0;
frontyScale = rw_pic->Scale.Y;
frontyScale = frontskytex->Scale.Y;
dc_texturemid = skymid * frontyScale;
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
@ -466,8 +463,8 @@ namespace swrenderer
lastskycol[x] = 0xffffffff;
lastskycol_bgra[x] = 0xffffffff;
}
R_DrawSkySegment(pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, 0, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
R_DrawSkySegment(frontskytex, pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
}
else
{ // The texture does not tile nicely
@ -504,7 +501,7 @@ namespace swrenderer
lastskycol[x] = 0xffffffff;
lastskycol_bgra[x] = 0xffffffff;
}
R_DrawSkySegment(pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y, 0, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
yl = yh;
yh += drawheight;
dc_texturemid = iscale * (centery - yl - 1);

View File

@ -597,8 +597,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
}
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
PO_LinkToSubsectors();
InSubsector = NULL;
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
R_RenderScene();
R_3D_ResetClip(); // reset clips (floor/ceiling)
camera->renderflags = savedflags;
WallCycles.Unclock();

View File

@ -59,8 +59,13 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
using namespace drawerargs;
namespace
{
subsector_t *InSubsector;
sector_t *frontsector;
SWRenderLine render_line;
}
bool r_fakingunderwater;
@ -93,9 +98,7 @@ short ceilingclip[MAXWIDTH];
// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
//
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
int *floorlightlevel, int *ceilinglightlevel,
bool back)
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
{
// [RH] allow per-plane lighting
if (floorlightlevel != NULL)
@ -182,13 +185,13 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
// are underwater but not in a water sector themselves.
// Only works if you cannot see the top surface of any deep water
// sectors at the same time.
if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
{
if (rw_frontcz1 <= s->floorplane.ZatPoint(curline->v1) &&
rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2))
if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
frontcz2 <= s->floorplane.ZatPoint(backline->v2))
{
// Check that the window is actually visible
for (int z = WallC.sx1; z < WallC.sx2; ++z)
for (int z = backx1; z < backx2; ++z)
{
if (floorclip[z] > ceilingclip[z])
{
@ -211,7 +214,7 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
}
// killough 11/98: prevent sudden light changes from non-water sectors:
if ((underwater && !back) || doorunderwater)
if ((underwater && !backline) || doorunderwater)
{ // head-below-floor hack
tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
@ -427,7 +430,7 @@ void R_FakeDrawLoop(subsector_t *sub)
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
R_AddLine (line);
render_line.R_AddLine (line, InSubsector, frontsector, nullptr);
}
line++;
}
@ -489,8 +492,7 @@ void R_Subsector (subsector_t *sub)
line = sub->firstline;
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false); // killough 4/11/98
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0);
fll = floorlightlevel;
cll = ceilinglightlevel;
@ -757,20 +759,19 @@ void R_Subsector (subsector_t *sub)
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
backsector = &tempsec;
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
R_AddLine(line); // fake
render_line.R_AddLine(line, InSubsector, frontsector, &tempsec); // fake
}
fakeFloor = NULL;
fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
R_AddLine (line); // now real
render_line.R_AddLine(line, InSubsector, frontsector, nullptr); // now real
}
line++;
}
@ -780,6 +781,12 @@ void R_Subsector (subsector_t *sub)
}
}
void R_RenderScene()
{
InSubsector = nullptr;
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
}
//
// RenderBSPNode
// Renders all subsectors below a given node, traversing subtree recursively.

View File

@ -49,10 +49,11 @@ enum
extern int WindowLeft, WindowRight;
extern WORD MirrorFlags;
void R_RenderScene();
void R_RenderBSPNode (void *node);
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool);
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
extern visplane_t *floorplane;
extern visplane_t *ceilingplane;

View File

@ -246,8 +246,7 @@ namespace swrenderer
viewposStack.Push(ViewPos);
visplaneStack.Push(pl);
InSubsector = nullptr;
R_RenderBSPNode(nodes + numnodes - 1);
R_RenderScene();
R_3D_ResetClip(); // reset clips (floor/ceiling)
R_DrawPlanes();
@ -466,8 +465,7 @@ namespace swrenderer
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
InSubsector = nullptr;
R_RenderBSPNode(nodes + numnodes - 1);
R_RenderScene();
R_3D_ResetClip(); // reset clips (floor/ceiling)
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;

View File

@ -51,6 +51,19 @@ namespace swrenderer
namespace
{
size_t MaxDrawSegs;
sector_t *frontsector;
sector_t *backsector;
seg_t *curline;
FWallCoords WallC;
FWallTmapVals WallT;
float rw_light;
float rw_lightstep;
fixed_t rw_offset;
FTexture *rw_pic;
}
void R_FreeDrawSegs()
@ -145,7 +158,7 @@ namespace swrenderer
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, false);
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
@ -179,7 +192,7 @@ namespace swrenderer
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade);
R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
@ -397,7 +410,7 @@ namespace swrenderer
rw_offset = 0;
rw_pic = tex;
R_DrawDrawSeg(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep);
}
clearfog:
@ -522,8 +535,8 @@ namespace swrenderer
walllower[i] = mfloorclip[i];
}
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
R_DrawDrawSeg(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade);
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep);
R_FinishSetPatchStyle();
}

View File

@ -44,11 +44,11 @@
namespace swrenderer
{
void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade)
void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal(sidedef, decal, draw_segment, wallshade, 0);
R_RenderDecal(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, 0);
}
}
@ -56,7 +56,7 @@ namespace swrenderer
// = 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 wallshade, int pass)
void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
@ -150,6 +150,7 @@ namespace swrenderer
if (x1 >= clipper->x2 || x2 <= clipper->x1)
goto done;
FWallTmapVals WallT;
WallT.InitFromWallCoords(&WallC);
// Get the top and bottom clipping arrays
@ -217,7 +218,7 @@ namespace swrenderer
goto done;
}
PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2, WallT);
if (flipx)
{
@ -242,7 +243,7 @@ namespace swrenderer
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
float light = lightleft + (x1 - savecoord.sx1) * lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
@ -283,9 +284,10 @@ namespace swrenderer
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
R_SetColorMapLight(usecolormap, light, wallshade);
}
R_WallSpriteColumn(x, maskedScaleY);
R_DecalColumn(x, maskedScaleY);
light += lightstep;
x++;
}
}
@ -304,4 +306,22 @@ namespace swrenderer
done:
WallC = savecoord;
}
void R_DecalColumn(int x, float maskedScaleY)
{
using namespace drawerargs;
dc_x = x;
float iscale = swall[dc_x] * maskedScaleY;
dc_iscale = FLOAT2FIXED(iscale);
spryscale = 1 / iscale;
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
sprtopscreen = CenterY - dc_texturemid * spryscale;
dc_texturefrac = 0;
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
}
}

View File

@ -20,6 +20,7 @@ namespace swrenderer
{
struct drawseg_t;
void R_RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade);
void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, int pass);
void R_RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC);
void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, int pass);
void R_DecalColumn(int x, float maskedScaleY);
}

View File

@ -123,8 +123,7 @@ namespace swrenderer
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = R_FakeFlat(viewsector, &tempsec, &floorlight,
&ceilinglight, false);
sec = R_FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
// [RH] set basecolormap
basecolormap = sec->ColorMap;

View File

@ -141,8 +141,9 @@ namespace swrenderer
x2 = MIN<int>(spr->x2, spr->wallc.sx2);
if (x1 >= x2)
return;
FWallTmapVals WallT;
WallT.InitFromWallCoords(&spr->wallc);
PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2);
PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2, WallT);
iyscale = 1 / spr->yscale;
dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
if (spr->renderflags & RF_XFLIP)
@ -168,9 +169,9 @@ namespace swrenderer
int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = float(GlobVis / spr->wallc.sz1);
rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
@ -215,10 +216,11 @@ namespace swrenderer
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, shade);
R_SetColorMapLight(usecolormap, light, shade);
}
if (!R_ClipSpriteColumnWithPortals(spr))
R_WallSpriteColumn(x, maskedScaleY);
light += lightstep;
x++;
}
}
@ -241,6 +243,5 @@ namespace swrenderer
dc_texturefrac = 0;
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
rw_light += rw_lightstep;
}
}