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https://github.com/ZDoom/qzdoom.git
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Create SetTopTexture, SetMiddleTexture and SetBottomTexture
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2 changed files with 185 additions and 162 deletions
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@ -737,24 +737,132 @@ namespace swrenderer
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markfloor = ShouldMarkFloor();
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markceiling = ShouldMarkCeiling();
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mTopPart.Texture = nullptr;
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mMiddlePart.Texture = nullptr;
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mBottomPart.Texture = nullptr;
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SetTopTexture();
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SetMiddleTexture();
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SetBottomTexture();
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if (sidedef == linedef->sidedef[0] &&
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(linedef->special == Line_Mirror && r_drawmirrors)) // [ZZ] compatibility with r_drawmirrors cvar that existed way before portals
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if (mBackSector && !(sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)))
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{
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// skyhack to allow height changes in outdoor areas
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if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
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{
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if (rw_havehigh)
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{ // front ceiling is above back ceiling
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memcpy(&walltop.ScreenY[WallC.sx1], &wallupper.ScreenY[WallC.sx1], (WallC.sx2 - WallC.sx1) * sizeof(walltop.ScreenY[0]));
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rw_havehigh = false;
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}
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else if (mBackSector == NULL)
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else if (rw_havelow && mFrontSector->ceilingplane != mBackSector->ceilingplane)
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{ // back ceiling is above front ceiling
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// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
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// would otherwise occur because there is space made available for this
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// wall but nothing to draw for it.
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// Recalculate walltop so that the wall is clipped by the back sector's
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// ceiling instead of the front sector's ceiling.
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walltop.Project(mBackSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
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}
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}
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}
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FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
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bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
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// calculate light table
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if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
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{
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// single sided line
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lwallscale =
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midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
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mTopPart.Texture ? (mTopPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
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mBottomPart.Texture ? (mBottomPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
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1.;
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walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy));
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double GlobVis = LightVisibility::Instance()->WallGlobVis();
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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else
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{
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rw_lightleft = 1;
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rw_lightstep = 0;
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}
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}
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}
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void SWRenderLine::SetTopTexture()
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{
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mTopPart.Texture = nullptr;
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if (!(mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)) return;
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side_t *sidedef = mLineSegment->sidedef;
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line_t *linedef = mLineSegment->linedef;
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if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
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if (!mBackSector) return;
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mTopPart.Texture = TexMan(sidedef->GetTexture(side_t::top), true);
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mTopPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top));
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double rowoffset = sidedef->GetTextureYOffset(side_t::top);
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mTopPart.TextureScaleU = sidedef->GetTextureXScale(side_t::top);
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mTopPart.TextureScaleV = sidedef->GetTextureYScale(side_t::top);
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double yrepeat = mTopPart.Texture->Scale.Y * mTopPart.TextureScaleV;
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if (yrepeat >= 0)
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{ // normal orientation
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if (linedef->flags & ML_DONTPEGTOP)
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{ // top of texture at top
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mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
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if (rowoffset < 0 && mTopPart.Texture != NULL)
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{
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rowoffset += mTopPart.Texture->GetHeight();
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}
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}
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else
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{ // bottom of texture at bottom
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mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
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}
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}
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else
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{ // upside down
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rowoffset = -rowoffset;
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if (linedef->flags & ML_DONTPEGTOP)
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{ // bottom of texture at top
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mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
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}
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else
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{ // top of texture at bottom
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mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
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}
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}
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if (mTopPart.Texture->bWorldPanning)
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{
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mTopPart.TextureMid += rowoffset * yrepeat;
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}
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else
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{
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mTopPart.TextureMid += rowoffset;
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}
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}
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void SWRenderLine::SetMiddleTexture()
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{
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mMiddlePart.Texture = nullptr;
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side_t *sidedef = mLineSegment->sidedef;
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line_t *linedef = mLineSegment->linedef;
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if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
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if (mBackSector) return;
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// [RH] Horizon lines do not need to be textured
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if (linedef->isVisualPortal())
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{
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}
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else if (linedef->special != Line_Horizon)
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{
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if (linedef->isVisualPortal()) return;
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if (linedef->special == Line_Horizon) return;
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mMiddlePart.Texture = TexMan(sidedef->GetTexture(side_t::mid), true);
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mMiddlePart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
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double rowoffset = sidedef->GetTextureYOffset(side_t::mid);
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@ -799,82 +907,26 @@ namespace swrenderer
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mMiddlePart.TextureMid += rowoffset;
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}
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}
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}
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else
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{ // two-sided line
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// hack to allow height changes in outdoor areas
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double rw_frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
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if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
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void SWRenderLine::SetBottomTexture()
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{
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mBottomPart.Texture = nullptr;
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if (!(mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)) return;
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side_t *sidedef = mLineSegment->sidedef;
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line_t *linedef = mLineSegment->linedef;
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if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
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if (!mBackSector) return;
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double frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
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if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
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{
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if (rw_havehigh)
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{ // front ceiling is above back ceiling
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memcpy(&walltop.ScreenY[WallC.sx1], &wallupper.ScreenY[WallC.sx1], (WallC.sx2 - WallC.sx1) * sizeof(walltop.ScreenY[0]));
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rw_havehigh = false;
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}
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else if (rw_havelow && mFrontSector->ceilingplane != mBackSector->ceilingplane)
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{ // back ceiling is above front ceiling
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// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
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// would otherwise occur because there is space made available for this
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// wall but nothing to draw for it.
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// Recalculate walltop so that the wall is clipped by the back sector's
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// ceiling instead of the front sector's ceiling.
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walltop.Project(mBackSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
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}
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// Putting sky ceilings on the front and back of a line alters the way unpegged
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// positioning works.
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rw_frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
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frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
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}
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if (rw_havehigh)
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{ // top texture
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mTopPart.Texture = TexMan(sidedef->GetTexture(side_t::top), true);
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mTopPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top));
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double rowoffset = sidedef->GetTextureYOffset(side_t::top);
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mTopPart.TextureScaleU = sidedef->GetTextureXScale(side_t::top);
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mTopPart.TextureScaleV = sidedef->GetTextureYScale(side_t::top);
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double yrepeat = mTopPart.Texture->Scale.Y * mTopPart.TextureScaleV;
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if (yrepeat >= 0)
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{ // normal orientation
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if (linedef->flags & ML_DONTPEGTOP)
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{ // top of texture at top
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mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
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if (rowoffset < 0 && mTopPart.Texture != NULL)
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{
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rowoffset += mTopPart.Texture->GetHeight();
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}
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}
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else
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{ // bottom of texture at bottom
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mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
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}
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}
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else
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{ // upside down
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rowoffset = -rowoffset;
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if (linedef->flags & ML_DONTPEGTOP)
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{ // bottom of texture at top
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mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
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}
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else
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{ // top of texture at bottom
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mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
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}
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}
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if (mTopPart.Texture->bWorldPanning)
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{
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mTopPart.TextureMid += rowoffset * yrepeat;
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}
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else
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{
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mTopPart.TextureMid += rowoffset;
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}
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}
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if (rw_havelow)
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{ // bottom texture
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mBottomPart.Texture = TexMan(sidedef->GetTexture(side_t::bottom), true);
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mBottomPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::bottom));
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@ -886,7 +938,7 @@ namespace swrenderer
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{ // normal orientation
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if (linedef->flags & ML_DONTPEGBOTTOM)
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{ // bottom of texture at bottom
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mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
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mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
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}
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else
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{ // top of texture at top
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@ -902,7 +954,7 @@ namespace swrenderer
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rowoffset = -rowoffset;
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if (linedef->flags & ML_DONTPEGBOTTOM)
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{ // top of texture at bottom
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mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
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mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
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}
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else
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{ // bottom of texture at top
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@ -918,38 +970,6 @@ namespace swrenderer
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mBottomPart.TextureMid += rowoffset;
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}
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}
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}
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FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
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bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
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// calculate light table
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if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
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{
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lwallscale =
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midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
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mTopPart.Texture ? (mTopPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
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mBottomPart.Texture ? (mBottomPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
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1.;
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walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy));
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double GlobVis = LightVisibility::Instance()->WallGlobVis();
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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else
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{
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rw_lightleft = 1;
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rw_lightstep = 0;
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}
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}
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}
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
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{
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@ -69,6 +69,9 @@ namespace swrenderer
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private:
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bool RenderWallSegment(int x1, int x2) override;
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void SetWallVariables(bool needlights);
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void SetTopTexture();
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void SetMiddleTexture();
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void SetBottomTexture();
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void ClipSegmentTopBottom(int x1, int x2);
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void RenderWallSegmentTextures(int x1, int x2);
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