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https://github.com/ZDoom/qzdoom.git
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Move particle drawing to r_particle
This commit is contained in:
parent
f133b4caa4
commit
bf237799bf
8 changed files with 310 additions and 248 deletions
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@ -827,6 +827,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/scene/r_portal.cpp
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swrenderer/scene/r_visible_plane.cpp
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swrenderer/scene/r_visible_sprite.cpp
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swrenderer/scene/r_particle.cpp
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polyrenderer/poly_renderer.cpp
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polyrenderer/scene/poly_scene.cpp
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polyrenderer/scene/poly_portal.cpp
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@ -36,6 +36,7 @@
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#include "r_plane.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "r_things.h"
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#include "r_particle.h"
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#include "r_3dfloors.h"
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#include "r_clip_segment.h"
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#include "r_portal.h"
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285
src/swrenderer/scene/r_particle.cpp
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285
src/swrenderer/scene/r_particle.cpp
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@ -0,0 +1,285 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_particle.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void R_ProjectParticle(particle_t *particle, const sector_t *sector, int shade, int fakeside)
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{
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double tr_x, tr_y;
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double tx, ty;
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double tz, tiz;
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double xscale, yscale;
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int x1, x2, y1, y2;
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vissprite_t* vis;
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sector_t* heightsec = NULL;
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FSWColormap* map;
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// [ZZ] Particle not visible through the portal plane
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if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
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return;
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// transform the origin point
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tr_x = particle->Pos.X - ViewPos.X;
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tr_y = particle->Pos.Y - ViewPos.Y;
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tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// particle is behind view plane?
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if (tz < MINZ)
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return;
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tx = tr_x * ViewSin - tr_y * ViewCos;
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// Flip for mirrors
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if (MirrorFlags & RF_XFLIP)
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{
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tx = viewwidth - tx - 1;
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}
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// too far off the side?
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if (tz <= fabs(tx))
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return;
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tiz = 1 / tz;
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xscale = centerx * tiz;
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// calculate edges of the shape
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double psize = particle->size / 8.0;
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x1 = MAX<int>(WindowLeft, centerx + xs_RoundToInt((tx - psize) * xscale));
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x2 = MIN<int>(WindowRight, centerx + xs_RoundToInt((tx + psize) * xscale));
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if (x1 >= x2)
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return;
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yscale = xscale; // YaspectMul is not needed for particles as they should always be square
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ty = particle->Pos.Z - ViewPos.Z;
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y1 = xs_RoundToInt(CenterY - (ty + psize) * yscale);
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y2 = xs_RoundToInt(CenterY - (ty - psize) * yscale);
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// Clip the particle now. Because it's a point and projected as its subsector is
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// entered, we don't need to clip it to drawsegs like a normal sprite.
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// Clip particles behind walls.
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if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
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if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1];
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if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
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if (y2 >= floorclip[x2 - 1]) y2 = floorclip[x2 - 1] - 1;
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if (y1 > y2)
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return;
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// Clip particles above the ceiling or below the floor.
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heightsec = sector->GetHeightSec();
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const secplane_t *topplane;
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const secplane_t *botplane;
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FTextureID toppic;
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FTextureID botpic;
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if (heightsec) // only clip things which are in special sectors
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{
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if (fakeside == FAKED_AboveCeiling)
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{
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topplane = §or->ceilingplane;
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botplane = &heightsec->ceilingplane;
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toppic = sector->GetTexture(sector_t::ceiling);
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botpic = heightsec->GetTexture(sector_t::ceiling);
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map = heightsec->ColorMap;
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}
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else if (fakeside == FAKED_BelowFloor)
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{
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topplane = &heightsec->floorplane;
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botplane = §or->floorplane;
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toppic = heightsec->GetTexture(sector_t::floor);
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botpic = sector->GetTexture(sector_t::floor);
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map = heightsec->ColorMap;
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}
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else
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{
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topplane = &heightsec->ceilingplane;
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botplane = &heightsec->floorplane;
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toppic = heightsec->GetTexture(sector_t::ceiling);
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botpic = heightsec->GetTexture(sector_t::floor);
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map = sector->ColorMap;
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}
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}
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else
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{
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topplane = §or->ceilingplane;
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botplane = §or->floorplane;
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toppic = sector->GetTexture(sector_t::ceiling);
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botpic = sector->GetTexture(sector_t::floor);
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map = sector->ColorMap;
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}
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if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint(particle->Pos))
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return;
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if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint(particle->Pos))
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return;
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// store information in a vissprite
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = CurrentPortalUniq;
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vis->heightsec = heightsec;
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vis->xscale = FLOAT2FIXED(xscale);
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vis->yscale = (float)xscale;
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// vis->yscale *= InvZtoScale;
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vis->depth = (float)tz;
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vis->idepth = float(1 / tz);
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vis->gpos = { (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z };
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vis->y1 = y1;
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vis->y2 = y2;
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vis->x1 = x1;
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vis->x2 = x2;
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vis->Translation = 0;
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vis->startfrac = 255 & (particle->color >> 24);
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vis->pic = NULL;
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vis->bIsVoxel = false;
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vis->renderflags = particle->trans;
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->Style.ColormapNum = 0;
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if (fixedlightlev >= 0)
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{
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vis->Style.BaseColormap = map;
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vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fixedcolormap)
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{
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vis->Style.BaseColormap = fixedcolormap;
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vis->Style.ColormapNum = 0;
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}
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else if (particle->bright)
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{
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vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
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vis->Style.ColormapNum = 0;
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}
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.BaseColormap = map;
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}
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}
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void R_DrawParticle(vissprite_t *vis)
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{
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using namespace drawerargs;
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int spacing;
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BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac];
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int yl = vis->y1;
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int ycount = vis->y2 - yl + 1;
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int x1 = vis->x1;
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int countbase = vis->x2 - x1;
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if (ycount <= 0 || countbase <= 0)
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return;
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R_DrawMaskedSegsBehindParticle(vis);
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uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
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// vis->renderflags holds translucency level (0-255)
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fixed_t fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;
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uint32_t alpha = fglevel * 256 / FRACUNIT;
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spacing = RenderTarget->GetPitch();
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uint32_t fracstepx = 16 * FRACUNIT / countbase;
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uint32_t fracposx = fracstepx / 2;
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if (r_swtruecolor)
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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dc_x = x;
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if (R_ClipSpriteColumnWithPortals(vis))
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continue;
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uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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}
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}
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else
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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dc_x = x;
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if (R_ClipSpriteColumnWithPortals(vis))
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continue;
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uint8_t *dest = ylookup[yl] + x + dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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}
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}
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}
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void R_DrawMaskedSegsBehindParticle(const vissprite_t *vis)
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{
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const int x1 = vis->x1;
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const int x2 = vis->x2;
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// Draw any masked textures behind this particle so that when the
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// particle is drawn, it will be in front of them.
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for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
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{
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drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
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// kg3D - no fake segs
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if (ds->fake) continue;
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if (ds->x1 >= x2 || ds->x2 <= x1)
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{
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continue;
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}
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if ((ds->siz2 - ds->siz1) * ((x2 + x1) / 2 - ds->sx1) / (ds->sx2 - ds->sx1) + ds->siz1 < vis->idepth)
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{
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// [ZZ] only draw stuff that's inside the same portal as the particle, other portals will care for themselves
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if (ds->CurrentPortalUniq == vis->CurrentPortalUniq)
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R_RenderMaskedSegRange(ds, MAX<int>(ds->x1, x1), MIN<int>(ds->x2, x2));
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}
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}
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}
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}
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11
src/swrenderer/scene/r_particle.h
Normal file
11
src/swrenderer/scene/r_particle.h
Normal file
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@ -0,0 +1,11 @@
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#pragma once
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#include "r_visible_sprite.h"
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namespace swrenderer
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{
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void R_ProjectParticle(particle_t *, const sector_t *sector, int shade, int fakeside);
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void R_DrawParticle(vissprite_t *);
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void R_DrawMaskedSegsBehindParticle(const vissprite_t *vis);
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}
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@ -65,7 +65,7 @@
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#include "r_clip_segment.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer\r_memory.h"
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#include "swrenderer/r_memory.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -51,7 +51,7 @@
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#include "r_walldraw.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer\r_memory.h"
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#include "swrenderer/r_memory.h"
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#define WALLYREPEAT 8
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@ -70,7 +70,8 @@
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#include "r_voxel.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer\r_memory.h"
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#include "r_particle.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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@ -113,10 +114,6 @@ struct FCoverageBuffer
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extern double globaluclip, globaldclip;
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extern float MaskedScaleY;
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#define MINZ double((2048*4) / double(1 << 20))
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#define BASEXCENTER (160)
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#define BASEYCENTER (100)
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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@ -446,7 +443,7 @@ static inline void R_CollectPortals()
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}
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}
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static inline bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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{
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// [ZZ] 10.01.2016: don't clip sprites from the root of a skybox.
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if (CurrentPortalInSkybox)
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@ -2598,242 +2595,6 @@ void R_DrawMasked (void)
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R_DrawPlayerSprites ();
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}
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void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, int fakeside)
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{
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double tr_x, tr_y;
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double tx, ty;
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double tz, tiz;
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double xscale, yscale;
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int x1, x2, y1, y2;
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vissprite_t* vis;
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sector_t* heightsec = NULL;
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FSWColormap* map;
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// [ZZ] Particle not visible through the portal plane
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if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
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return;
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// transform the origin point
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tr_x = particle->Pos.X - ViewPos.X;
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tr_y = particle->Pos.Y - ViewPos.Y;
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tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// particle is behind view plane?
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if (tz < MINZ)
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return;
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tx = tr_x * ViewSin - tr_y * ViewCos;
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// Flip for mirrors
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if (MirrorFlags & RF_XFLIP)
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{
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tx = viewwidth - tx - 1;
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}
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// too far off the side?
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if (tz <= fabs(tx))
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return;
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tiz = 1 / tz;
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xscale = centerx * tiz;
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// calculate edges of the shape
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double psize = particle->size / 8.0;
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x1 = MAX<int>(WindowLeft, centerx + xs_RoundToInt((tx - psize) * xscale));
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x2 = MIN<int>(WindowRight, centerx + xs_RoundToInt((tx + psize) * xscale));
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if (x1 >= x2)
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return;
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yscale = xscale; // YaspectMul is not needed for particles as they should always be square
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ty = particle->Pos.Z - ViewPos.Z;
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y1 = xs_RoundToInt(CenterY - (ty + psize) * yscale);
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y2 = xs_RoundToInt(CenterY - (ty - psize) * yscale);
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// Clip the particle now. Because it's a point and projected as its subsector is
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// entered, we don't need to clip it to drawsegs like a normal sprite.
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// Clip particles behind walls.
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if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
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if (y1 < ceilingclip[x2-1]) y1 = ceilingclip[x2-1];
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if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
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if (y2 >= floorclip[x2-1]) y2 = floorclip[x2-1] - 1;
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if (y1 > y2)
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return;
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// Clip particles above the ceiling or below the floor.
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heightsec = sector->GetHeightSec();
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const secplane_t *topplane;
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const secplane_t *botplane;
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FTextureID toppic;
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FTextureID botpic;
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if (heightsec) // only clip things which are in special sectors
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{
|
||||
if (fakeside == FAKED_AboveCeiling)
|
||||
{
|
||||
topplane = §or->ceilingplane;
|
||||
botplane = &heightsec->ceilingplane;
|
||||
toppic = sector->GetTexture(sector_t::ceiling);
|
||||
botpic = heightsec->GetTexture(sector_t::ceiling);
|
||||
map = heightsec->ColorMap;
|
||||
}
|
||||
else if (fakeside == FAKED_BelowFloor)
|
||||
{
|
||||
topplane = &heightsec->floorplane;
|
||||
botplane = §or->floorplane;
|
||||
toppic = heightsec->GetTexture(sector_t::floor);
|
||||
botpic = sector->GetTexture(sector_t::floor);
|
||||
map = heightsec->ColorMap;
|
||||
}
|
||||
else
|
||||
{
|
||||
topplane = &heightsec->ceilingplane;
|
||||
botplane = &heightsec->floorplane;
|
||||
toppic = heightsec->GetTexture(sector_t::ceiling);
|
||||
botpic = heightsec->GetTexture(sector_t::floor);
|
||||
map = sector->ColorMap;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
topplane = §or->ceilingplane;
|
||||
botplane = §or->floorplane;
|
||||
toppic = sector->GetTexture(sector_t::ceiling);
|
||||
botpic = sector->GetTexture(sector_t::floor);
|
||||
map = sector->ColorMap;
|
||||
}
|
||||
|
||||
if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos))
|
||||
return;
|
||||
if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos))
|
||||
return;
|
||||
|
||||
// store information in a vissprite
|
||||
vis = R_NewVisSprite ();
|
||||
vis->CurrentPortalUniq = CurrentPortalUniq;
|
||||
vis->heightsec = heightsec;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
vis->yscale = (float)xscale;
|
||||
// vis->yscale *= InvZtoScale;
|
||||
vis->depth = (float)tz;
|
||||
vis->idepth = float(1 / tz);
|
||||
vis->gpos = { (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z };
|
||||
vis->y1 = y1;
|
||||
vis->y2 = y2;
|
||||
vis->x1 = x1;
|
||||
vis->x2 = x2;
|
||||
vis->Translation = 0;
|
||||
vis->startfrac = 255 & (particle->color >>24);
|
||||
vis->pic = NULL;
|
||||
vis->bIsVoxel = false;
|
||||
vis->renderflags = particle->trans;
|
||||
vis->FakeFlatStat = fakeside;
|
||||
vis->floorclip = 0;
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
vis->Style.BaseColormap = map;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (fixedcolormap)
|
||||
{
|
||||
vis->Style.BaseColormap = fixedcolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else if (particle->bright)
|
||||
{
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Particles are slightly more visible than regular sprites.
|
||||
vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
|
||||
vis->Style.BaseColormap = map;
|
||||
}
|
||||
}
|
||||
|
||||
static void R_DrawMaskedSegsBehindParticle (const vissprite_t *vis)
|
||||
{
|
||||
const int x1 = vis->x1;
|
||||
const int x2 = vis->x2;
|
||||
|
||||
// Draw any masked textures behind this particle so that when the
|
||||
// particle is drawn, it will be in front of them.
|
||||
for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
|
||||
{
|
||||
drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
|
||||
// kg3D - no fake segs
|
||||
if(ds->fake) continue;
|
||||
if (ds->x1 >= x2 || ds->x2 <= x1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if ((ds->siz2 - ds->siz1) * ((x2 + x1)/2 - ds->sx1) / (ds->sx2 - ds->sx1) + ds->siz1 < vis->idepth)
|
||||
{
|
||||
// [ZZ] only draw stuff that's inside the same portal as the particle, other portals will care for themselves
|
||||
if (ds->CurrentPortalUniq == vis->CurrentPortalUniq)
|
||||
R_RenderMaskedSegRange (ds, MAX<int>(ds->x1, x1), MIN<int>(ds->x2, x2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void R_DrawParticle(vissprite_t *vis)
|
||||
{
|
||||
int spacing;
|
||||
BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac];
|
||||
int yl = vis->y1;
|
||||
int ycount = vis->y2 - yl + 1;
|
||||
int x1 = vis->x1;
|
||||
int countbase = vis->x2 - x1;
|
||||
|
||||
if (ycount <= 0 || countbase <= 0)
|
||||
return;
|
||||
|
||||
R_DrawMaskedSegsBehindParticle(vis);
|
||||
|
||||
uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
|
||||
|
||||
// vis->renderflags holds translucency level (0-255)
|
||||
fixed_t fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;
|
||||
uint32_t alpha = fglevel * 256 / FRACUNIT;
|
||||
|
||||
spacing = RenderTarget->GetPitch();
|
||||
|
||||
uint32_t fracstepx = 16 * FRACUNIT / countbase;
|
||||
uint32_t fracposx = fracstepx / 2;
|
||||
|
||||
if (r_swtruecolor)
|
||||
{
|
||||
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
|
||||
{
|
||||
dc_x = x;
|
||||
if (R_ClipSpriteColumnWithPortals(vis))
|
||||
continue;
|
||||
uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
|
||||
DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
|
||||
{
|
||||
dc_x = x;
|
||||
if (R_ClipSpriteColumnWithPortals(vis))
|
||||
continue;
|
||||
uint8_t *dest = ylookup[yl] + x + dc_destorg;
|
||||
DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern double BaseYaspectMul;;
|
||||
|
||||
inline int sgn(int v)
|
||||
|
|
|
@ -28,13 +28,15 @@
|
|||
struct particle_t;
|
||||
struct FVoxel;
|
||||
|
||||
#define MINZ double((2048*4) / double(1 << 20))
|
||||
#define BASEXCENTER (160)
|
||||
#define BASEYCENTER (100)
|
||||
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
|
||||
void R_DrawParticle (vissprite_t *);
|
||||
|
||||
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
|
||||
|
||||
// Constant arrays used for psprite clipping
|
||||
// and initializing clipping.
|
||||
extern short zeroarray[MAXWIDTH];
|
||||
|
@ -53,6 +55,7 @@ extern double pspriteyscale;
|
|||
|
||||
extern FTexture *WallSpriteTile;
|
||||
|
||||
bool R_ClipSpriteColumnWithPortals(vissprite_t* spr);
|
||||
|
||||
void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool unmasked = false);
|
||||
void R_WallSpriteColumn ();
|
||||
|
|
Loading…
Reference in a new issue