mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 13:31:07 +00:00
Make r_bsp and r_line stop sharing floorplane and ceiling plane variables
This commit is contained in:
parent
38280b9315
commit
c396e7f949
4 changed files with 18 additions and 19 deletions
|
@ -51,7 +51,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector)
|
||||
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane)
|
||||
{
|
||||
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
|
||||
bool solid;
|
||||
|
@ -60,6 +60,8 @@ namespace swrenderer
|
|||
InSubsector = subsector;
|
||||
frontsector = sector;
|
||||
backsector = fakebacksector;
|
||||
floorplane = linefloorplane;
|
||||
ceilingplane = lineceilingplane;
|
||||
|
||||
curline = line;
|
||||
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
struct visplane_t;
|
||||
|
||||
struct FWallCoords
|
||||
{
|
||||
FVector2 tleft; // coords at left of wall in view space rx1,ry1
|
||||
|
@ -38,7 +40,7 @@ namespace swrenderer
|
|||
class SWRenderLine
|
||||
{
|
||||
public:
|
||||
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
|
||||
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane);
|
||||
|
||||
private:
|
||||
bool RenderWallSegment(int x1, int x2);
|
||||
|
@ -51,6 +53,8 @@ namespace swrenderer
|
|||
subsector_t *InSubsector;
|
||||
sector_t *frontsector;
|
||||
sector_t *backsector;
|
||||
visplane_t *floorplane;
|
||||
visplane_t *ceilingplane;
|
||||
|
||||
seg_t *curline;
|
||||
side_t *sidedef;
|
||||
|
|
|
@ -63,17 +63,13 @@ namespace swrenderer
|
|||
{
|
||||
subsector_t *InSubsector;
|
||||
sector_t *frontsector;
|
||||
uint8_t FakeSide;
|
||||
|
||||
SWRenderLine render_line;
|
||||
}
|
||||
|
||||
bool r_fakingunderwater;
|
||||
|
||||
static BYTE FakeSide;
|
||||
|
||||
visplane_t *floorplane;
|
||||
visplane_t *ceilingplane;
|
||||
|
||||
// Clip values are the solid pixel bounding the range.
|
||||
// floorclip starts out SCREENHEIGHT and is just outside the range
|
||||
// ceilingclip starts out 0 and is just inside the range
|
||||
|
@ -415,7 +411,7 @@ static void R_AddPolyobjs(subsector_t *sub)
|
|||
}
|
||||
|
||||
// kg3D - add fake segs, never rendered
|
||||
void R_FakeDrawLoop(subsector_t *sub)
|
||||
void R_FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
|
||||
{
|
||||
int count;
|
||||
seg_t* line;
|
||||
|
@ -427,7 +423,7 @@ void R_FakeDrawLoop(subsector_t *sub)
|
|||
{
|
||||
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
|
||||
{
|
||||
render_line.Render(line, InSubsector, frontsector, nullptr);
|
||||
render_line.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane);
|
||||
}
|
||||
line++;
|
||||
}
|
||||
|
@ -517,7 +513,7 @@ void R_Subsector (subsector_t *sub)
|
|||
|
||||
portal = frontsector->ValidatePortal(sector_t::ceiling);
|
||||
|
||||
ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
|
||||
visplane_t *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
|
||||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
|
||||
portal != NULL ||
|
||||
(frontsector->heightsec &&
|
||||
|
@ -557,7 +553,7 @@ void R_Subsector (subsector_t *sub)
|
|||
// killough 10/98: add support for skies transferred from sidedefs
|
||||
portal = frontsector->ValidatePortal(sector_t::floor);
|
||||
|
||||
floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
|
||||
visplane_t *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
|
||||
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
|
||||
portal != NULL ||
|
||||
(frontsector->heightsec &&
|
||||
|
@ -636,7 +632,7 @@ void R_Subsector (subsector_t *sub)
|
|||
if (floorplane)
|
||||
R_AddPlaneLights(floorplane, frontsector->lighthead);
|
||||
|
||||
R_FakeDrawLoop(sub);
|
||||
R_FakeDrawLoop(sub, floorplane, ceilingplane);
|
||||
fake3D = 0;
|
||||
frontsector = sub->sector;
|
||||
}
|
||||
|
@ -700,7 +696,7 @@ void R_Subsector (subsector_t *sub)
|
|||
if (ceilingplane)
|
||||
R_AddPlaneLights(ceilingplane, frontsector->lighthead);
|
||||
|
||||
R_FakeDrawLoop(sub);
|
||||
R_FakeDrawLoop(sub, floorplane, ceilingplane);
|
||||
fake3D = 0;
|
||||
frontsector = sub->sector;
|
||||
}
|
||||
|
@ -719,8 +715,7 @@ void R_Subsector (subsector_t *sub)
|
|||
// lightlevels on floor & ceiling lightlevels in the surrounding area.
|
||||
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
|
||||
// it, otherwise they are lit by the floor.
|
||||
R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
||||
ceilinglightlevel : floorlightlevel, FakeSide);
|
||||
R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
|
||||
|
||||
// [RH] Add particles
|
||||
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
|
||||
|
@ -761,14 +756,14 @@ void R_Subsector (subsector_t *sub)
|
|||
fakeFloor->validcount = validcount;
|
||||
R_3D_NewClip();
|
||||
}
|
||||
render_line.Render(line, InSubsector, frontsector, &tempsec); // fake
|
||||
render_line.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
|
||||
}
|
||||
fakeFloor = NULL;
|
||||
fake3D = 0;
|
||||
floorplane = backupfp;
|
||||
ceilingplane = backupcp;
|
||||
}
|
||||
render_line.Render(line, InSubsector, frontsector, nullptr); // now real
|
||||
render_line.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane); // now real
|
||||
}
|
||||
line++;
|
||||
}
|
||||
|
|
|
@ -52,8 +52,6 @@ void R_RenderBSPNode (void *node);
|
|||
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
|
||||
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;
|
||||
extern short floorclip[MAXWIDTH];
|
||||
extern short ceilingclip[MAXWIDTH];
|
||||
|
||||
|
|
Loading…
Reference in a new issue