mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 21:41:30 +00:00
9a4abe0915
SVN r2609 (trunk)
1716 lines
44 KiB
C++
1716 lines
44 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Here is a core component: drawing the floors and ceilings,
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// while maintaining a per column clipping list only.
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// Moreover, the sky areas have to be determined.
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//
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// MAXVISPLANES is no longer a limit on the number of visplanes,
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// but a limit on the number of hash slots; larger numbers mean
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// better performance usually but after a point they are wasted,
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// and memory and time overheads creep in.
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//
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// Lee Killough
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//
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// [RH] Further modified to significantly increase accuracy and add slopes.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.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 "v_palette.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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#endif
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//EXTERN_CVAR (Int, tx)
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//EXTERN_CVAR (Int, ty)
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static void R_DrawSkyStriped (visplane_t *pl);
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EXTERN_CVAR (Bool, r_particles);
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planefunction_t floorfunc;
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planefunction_t ceilingfunc;
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// Here comes the obnoxious "visplane".
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#define MAXVISPLANES 128 /* must be a power of 2 */
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// Avoid infinite recursion with stacked sectors by limiting them.
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#define MAX_SKYBOX_PLANES 100
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// [RH] Allocate one extra for sky box planes.
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static visplane_t *visplanes[MAXVISPLANES+1]; // killough
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static visplane_t *freetail; // killough
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static visplane_t **freehead = &freetail; // killough
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visplane_t *floorplane;
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visplane_t *ceilingplane;
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// killough -- hash function for visplanes
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// Empirically verified to be fairly uniform:
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#define visplane_hash(picnum,lightlevel,height) \
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((unsigned)((picnum)*3+(lightlevel)+((height).d)*7) & (MAXVISPLANES-1))
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// These are copies of the main parameters used when drawing stacked sectors.
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// When you change the main parameters, you should copy them here too *unless*
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// you are changing them to draw a stacked sector. Otherwise, stacked sectors
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// won't draw in skyboxes properly.
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int stacked_extralight;
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float stacked_visibility;
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fixed_t stacked_viewx, stacked_viewy, stacked_viewz;
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angle_t stacked_angle;
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//
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// opening
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//
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size_t maxopenings;
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short *openings;
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ptrdiff_t lastopening;
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//
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// Clip values are the solid pixel bounding the range.
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// floorclip starts out SCREENHEIGHT and is just outside the range
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// ceilingclip starts out 0 and is just inside the range
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//
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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//
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// texture mapping
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//
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static fixed_t planeheight;
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extern "C" {
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//
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// spanend holds the end of a plane span in each screen row
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//
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short spanend[MAXHEIGHT];
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BYTE *tiltlighting[MAXWIDTH];
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int planeshade;
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FVector3 plane_sz, plane_su, plane_sv;
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float planelightfloat;
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bool plane_shade;
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fixed_t pviewx, pviewy;
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void R_DrawTiltedPlane_ASM (int y, int x1);
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}
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fixed_t yslope[MAXHEIGHT];
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static fixed_t xscale, yscale;
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static DWORD xstepscale, ystepscale;
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static DWORD basexfrac, baseyfrac;
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#ifdef X86_ASM
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extern "C" void R_SetSpanSource_ASM (const BYTE *flat);
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extern "C" void STACK_ARGS R_SetSpanSize_ASM (int xbits, int ybits);
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extern "C" void R_SetSpanColormap_ASM (BYTE *colormap);
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extern "C" void R_SetTiltedSpanSource_ASM (const BYTE *flat);
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extern "C" BYTE *ds_curcolormap, *ds_cursource, *ds_curtiltedsource;
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#endif
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void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool masked);
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//==========================================================================
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//
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// R_InitPlanes
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//
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// Called at game startup.
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//
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//==========================================================================
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void R_InitPlanes ()
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{
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}
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//==========================================================================
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//
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// R_DeinitPlanes
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//
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//==========================================================================
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void R_DeinitPlanes ()
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{
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R_ClearPlanes(false);
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for (visplane_t *pl = freetail; pl != NULL; )
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{
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visplane_t *next = pl->next;
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free (pl);
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pl = next;
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}
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}
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//==========================================================================
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//
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// R_MapPlane
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//
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// Globals used: planeheight, ds_source, basexscale, baseyscale,
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// pviewx, pviewy, xoffs, yoffs, basecolormap, xscale, yscale.
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//
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//==========================================================================
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void R_MapPlane (int y, int x1)
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{
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int x2 = spanend[y];
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fixed_t distance;
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#ifdef RANGECHECK
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if (x2 < x1 || x1<0 || x2>=viewwidth || (unsigned)y>=(unsigned)viewheight)
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{
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I_FatalError ("R_MapPlane: %i, %i at %i", x1, x2, y);
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}
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#endif
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// [RH] Notice that I dumped the caching scheme used by Doom.
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// It did not offer any appreciable speedup.
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distance = FixedMul (planeheight, yslope[y]);
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ds_xstep = FixedMul (distance, xstepscale);
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ds_ystep = FixedMul (distance, ystepscale);
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ds_xfrac = FixedMul (distance, basexfrac) + pviewx;
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ds_yfrac = FixedMul (distance, baseyfrac) + pviewy;
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if (plane_shade)
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{
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// Determine lighting based on the span's distance from the viewer.
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ds_colormap = basecolormap->Maps + (GETPALOOKUP (
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FixedMul (GlobVis, abs (centeryfrac - (y << FRACBITS))), planeshade) << COLORMAPSHIFT);
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}
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#ifdef X86_ASM
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if (ds_colormap != ds_curcolormap)
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R_SetSpanColormap_ASM (ds_colormap);
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#endif
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ds_y = y;
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ds_x1 = x1;
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ds_x2 = x2;
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spanfunc ();
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}
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//==========================================================================
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//
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// R_CalcTiltedLighting
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//
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// Calculates the lighting for one row of a tilted plane. If the definition
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// of GETPALOOKUP changes, this needs to change, too.
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//
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//==========================================================================
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extern "C" {
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void STACK_ARGS R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width)
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{
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fixed_t lstep;
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BYTE *lightfiller;
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BYTE *basecolormapdata = basecolormap->Maps;
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int i = 0;
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lval = planeshade - lval;
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lend = planeshade - lend;
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if (width == 0 || lval == lend)
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{ // Constant lighting
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lightfiller = basecolormapdata + (GETPALOOKUP (-lval, 0) << COLORMAPSHIFT);
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}
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else if ((lstep = (lend - lval) / width) < 0)
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{ // Going from dark to light
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if (lval < FRACUNIT)
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{ // All bright
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lightfiller = basecolormapdata;
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}
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else
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{
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if (lval >= NUMCOLORMAPS*FRACUNIT)
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{ // Starts beyond the dark end
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BYTE *clight = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
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while (lval >= NUMCOLORMAPS*FRACUNIT && i <= width)
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{
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tiltlighting[i++] = clight;
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lval += lstep;
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}
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if (i > width)
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return;
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}
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while (i <= width && lval >= 0)
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{
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tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
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lval += lstep;
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}
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lightfiller = basecolormapdata;
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}
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}
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else
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{ // Going from light to dark
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if (lval >= (NUMCOLORMAPS-1)*FRACUNIT)
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{ // All dark
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lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
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}
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else
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{
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while (lval < 0 && i <= width)
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{
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tiltlighting[i++] = basecolormapdata;
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lval += lstep;
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}
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if (i > width)
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return;
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while (i <= width && lval < (NUMCOLORMAPS-1)*FRACUNIT)
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{
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tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
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lval += lstep;
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}
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lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
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}
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}
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for (; i <= width; i++)
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{
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tiltlighting[i] = lightfiller;
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}
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}
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} // extern "C"
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//==========================================================================
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//
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// R_MapTiltedPlane
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//
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//==========================================================================
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void R_MapTiltedPlane (int y, int x1)
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{
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int x2 = spanend[y];
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int width = x2 - x1;
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double iz, uz, vz;
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BYTE *fb;
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DWORD u, v;
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int i;
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iz = plane_sz[2] + plane_sz[1]*(centery-y) + plane_sz[0]*(x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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if (plane_shade)
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{
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uz = (iz + plane_sz[0]*width) * planelightfloat;
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vz = iz * planelightfloat;
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R_CalcTiltedLighting (xs_RoundToInt(vz), xs_RoundToInt(uz), width);
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}
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uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);
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vz = plane_sv[2] + plane_sv[1]*(centery-y) + plane_sv[0]*(x1-centerx);
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fb = ylookup[y] + x1 + dc_destorg;
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BYTE vshift = 32 - ds_ybits;
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BYTE ushift = vshift - ds_xbits;
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int umask = ((1 << ds_xbits) - 1) << ds_ybits;
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#if 0 // The "perfect" reference version of this routine. Pretty slow.
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// Use it only to see how things are supposed to look.
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i = 0;
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do
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{
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double z = 1.f/iz;
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u = SQWORD(uz*z) + pviewx;
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v = SQWORD(vz*z) + pviewy;
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ds_colormap = tiltlighting[i];
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fb[i++] = ds_colormap[ds_source[(v >> vshift) | ((u >> ushift) & umask)]];
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iz += plane_sz[0];
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uz += plane_su[0];
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vz += plane_sv[0];
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} while (--width >= 0);
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#else
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//#define SPANSIZE 32
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//#define INVSPAN 0.03125f
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//#define SPANSIZE 8
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//#define INVSPAN 0.125f
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#define SPANSIZE 16
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#define INVSPAN 0.0625f
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double startz = 1.f/iz;
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double startu = uz*startz;
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double startv = vz*startz;
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double izstep, uzstep, vzstep;
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izstep = plane_sz[0] * SPANSIZE;
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uzstep = plane_su[0] * SPANSIZE;
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vzstep = plane_sv[0] * SPANSIZE;
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x1 = 0;
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width++;
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while (width >= SPANSIZE)
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{
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iz += izstep;
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uz += uzstep;
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vz += vzstep;
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double endz = 1.f/iz;
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double endu = uz*endz;
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double endv = vz*endz;
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DWORD stepu = SQWORD((endu - startu) * INVSPAN);
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DWORD stepv = SQWORD((endv - startv) * INVSPAN);
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u = SQWORD(startu) + pviewx;
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v = SQWORD(startv) + pviewy;
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for (i = SPANSIZE-1; i >= 0; i--)
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{
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fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]);
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x1++;
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u += stepu;
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v += stepv;
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}
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startu = endu;
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startv = endv;
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startz = endz;
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width -= SPANSIZE;
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}
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if (width > 0)
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{
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if (width == 1)
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{
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u = SQWORD(startu);
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v = SQWORD(startv);
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fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]);
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}
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else
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{
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double left = width;
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iz += plane_sz[0] * left;
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uz += plane_su[0] * left;
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vz += plane_sv[0] * left;
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double endz = 1.f/iz;
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double endu = uz*endz;
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double endv = vz*endz;
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left = 1.f/left;
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DWORD stepu = SQWORD((endu - startu) * left);
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DWORD stepv = SQWORD((endv - startv) * left);
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u = SQWORD(startu) + pviewx;
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v = SQWORD(startv) + pviewy;
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for (; width != 0; width--)
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{
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fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]);
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x1++;
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u += stepu;
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v += stepv;
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}
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}
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}
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#endif
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}
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//==========================================================================
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//
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// R_MapColoredPlane
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//
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//==========================================================================
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void R_MapColoredPlane (int y, int x1)
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{
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memset (ylookup[y] + x1 + dc_destorg, ds_color, spanend[y] - x1 + 1);
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}
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//==========================================================================
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//
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// R_ClearPlanes
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//
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// Called at the beginning of each frame.
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//
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//==========================================================================
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void R_ClearPlanes (bool fullclear)
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{
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int i, max;
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max = fullclear ? MAXVISPLANES : MAXVISPLANES-1;
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for (i = 0; i <= max; i++) // new code -- killough
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for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
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freehead = &(*freehead)->next;
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if (fullclear)
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{
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// opening / clipping determination
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clearbufshort (floorclip, viewwidth, viewheight);
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// [RH] clip ceiling to console bottom
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clearbufshort (ceilingclip, viewwidth,
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!screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas
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? (ConBottom - viewwindowy) : 0);
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lastopening = 0;
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}
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}
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//==========================================================================
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//
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// new_visplane
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//
|
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// New function, by Lee Killough
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// [RH] top and bottom buffers get allocated immediately after the visplane.
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//
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//==========================================================================
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static visplane_t *new_visplane (unsigned hash)
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{
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visplane_t *check = freetail;
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if (check == NULL)
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{
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check = (visplane_t *)M_Malloc (sizeof(*check) + sizeof(*check->top)*(MAXWIDTH*2));
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memset(check, 0, sizeof(*check) + sizeof(*check->top)*(MAXWIDTH*2));
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check->bottom = &check->top[MAXWIDTH+2];
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}
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else if (NULL == (freetail = freetail->next))
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{
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freehead = &freetail;
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}
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check->next = visplanes[hash];
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visplanes[hash] = check;
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return check;
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}
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//==========================================================================
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//
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// R_FindPlane
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//
|
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// killough 2/28/98: Add offsets
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|
//==========================================================================
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|
|
|
visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightlevel,
|
|
fixed_t xoffs, fixed_t yoffs,
|
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fixed_t xscale, fixed_t yscale, angle_t angle,
|
|
int sky, ASkyViewpoint *skybox)
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|
{
|
|
secplane_t plane;
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visplane_t *check;
|
|
unsigned hash; // killough
|
|
bool isskybox;
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|
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if (picnum == skyflatnum) // killough 10/98
|
|
{ // most skies map together
|
|
lightlevel = 0;
|
|
xoffs = 0;
|
|
yoffs = 0;
|
|
xscale = 0;
|
|
yscale = 0;
|
|
angle = 0;
|
|
plane.a = plane.b = plane.d = 0;
|
|
// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
|
|
// always necessary, but it is needed if a floor and ceiling sky are in the
|
|
// same column but separated by a wall. If they both try to reside in the
|
|
// same visplane, then only the floor sky will be drawn.
|
|
plane.c = height.c;
|
|
plane.ic = height.ic;
|
|
isskybox = skybox != NULL && !skybox->bInSkybox &&
|
|
(skybox->bAlways || picnum == skyflatnum);
|
|
}
|
|
else if (skybox != NULL && skybox->bAlways && !skybox->bInSkybox)
|
|
{
|
|
plane = height;
|
|
isskybox = true;
|
|
}
|
|
else
|
|
{
|
|
plane = height;
|
|
isskybox = false;
|
|
sky = 0; // not skyflatnum so it can't be a sky
|
|
}
|
|
|
|
// New visplane algorithm uses hash table -- killough
|
|
hash = isskybox ? MAXVISPLANES : visplane_hash (picnum.GetIndex(), lightlevel, height);
|
|
|
|
for (check = visplanes[hash]; check; check = check->next) // killough
|
|
{
|
|
if (isskybox)
|
|
{
|
|
if (skybox == check->skybox && plane == check->height)
|
|
{
|
|
if (skybox->Mate != NULL)
|
|
{ // This skybox is really a stacked sector, so we need to
|
|
// check even more.
|
|
if (check->extralight == stacked_extralight &&
|
|
check->visibility == stacked_visibility &&
|
|
check->viewx == stacked_viewx &&
|
|
check->viewy == stacked_viewy &&
|
|
check->viewz == stacked_viewz &&
|
|
check->viewangle == stacked_angle)
|
|
{
|
|
return check;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return check;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
if (plane == check->height &&
|
|
picnum == check->picnum &&
|
|
lightlevel == check->lightlevel &&
|
|
xoffs == check->xoffs && // killough 2/28/98: Add offset checks
|
|
yoffs == check->yoffs &&
|
|
basecolormap == check->colormap && // [RH] Add more checks
|
|
xscale == check->xscale &&
|
|
yscale == check->yscale &&
|
|
angle == check->angle &&
|
|
sky == check->sky
|
|
)
|
|
{
|
|
return check;
|
|
}
|
|
}
|
|
|
|
check = new_visplane (hash); // killough
|
|
|
|
check->height = plane;
|
|
check->picnum = picnum;
|
|
check->lightlevel = lightlevel;
|
|
check->xoffs = xoffs; // killough 2/28/98: Save offsets
|
|
check->yoffs = yoffs;
|
|
check->xscale = xscale;
|
|
check->yscale = yscale;
|
|
check->angle = angle;
|
|
check->colormap = basecolormap; // [RH] Save colormap
|
|
check->sky = sky;
|
|
check->skybox = skybox;
|
|
check->minx = viewwidth; // Was SCREENWIDTH -- killough 11/98
|
|
check->maxx = -1;
|
|
check->extralight = stacked_extralight;
|
|
check->visibility = stacked_visibility;
|
|
check->viewx = stacked_viewx;
|
|
check->viewy = stacked_viewy;
|
|
check->viewz = stacked_viewz;
|
|
check->viewangle = stacked_angle;
|
|
|
|
clearbufshort (check->top, viewwidth, 0x7fff);
|
|
|
|
return check;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_CheckPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
|
|
{
|
|
int intrl, intrh;
|
|
int unionl, unionh;
|
|
int x;
|
|
|
|
assert (start >= 0 && start < viewwidth);
|
|
assert (stop >= start && stop < viewwidth);
|
|
|
|
if (start < pl->minx)
|
|
{
|
|
intrl = pl->minx;
|
|
unionl = start;
|
|
}
|
|
else
|
|
{
|
|
unionl = pl->minx;
|
|
intrl = start;
|
|
}
|
|
|
|
if (stop > pl->maxx)
|
|
{
|
|
intrh = pl->maxx;
|
|
unionh = stop;
|
|
}
|
|
else
|
|
{
|
|
unionh = pl->maxx;
|
|
intrh = stop;
|
|
}
|
|
|
|
for (x = intrl; x <= intrh && pl->top[x] == 0x7fff; x++)
|
|
;
|
|
|
|
if (x > intrh)
|
|
{
|
|
// use the same visplane
|
|
pl->minx = unionl;
|
|
pl->maxx = unionh;
|
|
}
|
|
else
|
|
{
|
|
// make a new visplane
|
|
unsigned hash;
|
|
|
|
if (pl->skybox != NULL && !pl->skybox->bInSkybox && (pl->picnum == skyflatnum || pl->skybox->bAlways) && viewactive)
|
|
{
|
|
hash = MAXVISPLANES;
|
|
}
|
|
else
|
|
{
|
|
hash = visplane_hash (pl->picnum.GetIndex(), pl->lightlevel, pl->height);
|
|
}
|
|
visplane_t *new_pl = new_visplane (hash);
|
|
|
|
new_pl->height = pl->height;
|
|
new_pl->picnum = pl->picnum;
|
|
new_pl->lightlevel = pl->lightlevel;
|
|
new_pl->xoffs = pl->xoffs; // killough 2/28/98
|
|
new_pl->yoffs = pl->yoffs;
|
|
new_pl->xscale = pl->xscale; // [RH] copy these, too
|
|
new_pl->yscale = pl->yscale;
|
|
new_pl->angle = pl->angle;
|
|
new_pl->colormap = pl->colormap;
|
|
new_pl->skybox = pl->skybox;
|
|
new_pl->extralight = pl->extralight;
|
|
new_pl->visibility = pl->visibility;
|
|
new_pl->viewx = pl->viewx;
|
|
new_pl->viewy = pl->viewy;
|
|
new_pl->viewz = pl->viewz;
|
|
new_pl->viewangle = pl->viewangle;
|
|
new_pl->sky = pl->sky;
|
|
pl = new_pl;
|
|
pl->minx = start;
|
|
pl->maxx = stop;
|
|
clearbufshort (pl->top, viewwidth, 0x7fff);
|
|
}
|
|
return pl;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_MakeSpans
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
inline void R_MakeSpans (int x, int t1, int b1, int t2, int b2, void (*mapfunc)(int y, int x1))
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawSky
|
|
//
|
|
// Can handle overlapped skies. Note that the front sky is *not* masked in
|
|
// in the normal convention for patches, but uses color 0 as a transparent
|
|
// color instead.
|
|
//
|
|
// Note that since ZDoom now uses color 0 as transparent for other purposes,
|
|
// you can use normal texture transparency, so the distinction isn't so
|
|
// important anymore, but you should still be aware of it.
|
|
//
|
|
//==========================================================================
|
|
|
|
static FTexture *frontskytex, *backskytex;
|
|
static angle_t skyflip;
|
|
static int frontpos, backpos;
|
|
static fixed_t frontyScale;
|
|
static fixed_t frontcyl, backcyl;
|
|
static fixed_t skymid;
|
|
static angle_t skyangle;
|
|
int frontiScale;
|
|
|
|
extern fixed_t swall[MAXWIDTH];
|
|
extern fixed_t lwall[MAXWIDTH];
|
|
extern fixed_t rw_offset;
|
|
extern FTexture *rw_pic;
|
|
|
|
// Allow for layer skies up to 512 pixels tall. This is overkill,
|
|
// since the most anyone can ever see of the sky is 500 pixels.
|
|
// We need 4 skybufs because wallscan can draw up to 4 columns at a time.
|
|
static BYTE skybuf[4][512];
|
|
static DWORD lastskycol[4];
|
|
static int skycolplace;
|
|
|
|
// Get a column of sky when there is only one sky texture.
|
|
static const BYTE *R_GetOneSkyColumn (FTexture *fronttex, int x)
|
|
{
|
|
angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip;
|
|
return fronttex->GetColumn((UMulScale16(column, frontcyl) + frontpos) >> FRACBITS, NULL);
|
|
}
|
|
|
|
// Get a column of sky when there are two overlapping sky textures
|
|
static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
|
|
{
|
|
DWORD ang = (skyangle + xtoviewangle[x]) ^ skyflip;
|
|
DWORD angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
|
|
DWORD angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
|
|
|
|
// Check if this column has already been built. If so, there's
|
|
// no reason to waste time building it again.
|
|
DWORD skycol = (angle1 << 16) | angle2;
|
|
int i;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (lastskycol[i] == skycol)
|
|
{
|
|
return skybuf[i];
|
|
}
|
|
}
|
|
|
|
lastskycol[skycolplace] = skycol;
|
|
BYTE *composite = skybuf[skycolplace];
|
|
skycolplace = (skycolplace + 1) & 3;
|
|
|
|
// The ordering of the following code has been tuned to allow VC++ to optimize
|
|
// it well. In particular, this arrangement lets it keep count in a register
|
|
// instead of on the stack.
|
|
const BYTE *front = fronttex->GetColumn (angle1, NULL);
|
|
const BYTE *back = backskytex->GetColumn (angle2, NULL);
|
|
|
|
int count = MIN<int> (512, MIN (backskytex->GetHeight(), fronttex->GetHeight()));
|
|
i = 0;
|
|
do
|
|
{
|
|
if (front[i])
|
|
{
|
|
composite[i] = front[i];
|
|
}
|
|
else
|
|
{
|
|
composite[i] = back[i];
|
|
}
|
|
} while (++i, --count);
|
|
return composite;
|
|
}
|
|
|
|
static void R_DrawSky (visplane_t *pl)
|
|
{
|
|
int x;
|
|
|
|
if (pl->minx > pl->maxx)
|
|
return;
|
|
|
|
dc_iscale = skyiscale;
|
|
|
|
clearbuf (swall+pl->minx, pl->maxx-pl->minx+1, dc_iscale<<2);
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
for (x = pl->minx; x <= pl->maxx; ++x)
|
|
{
|
|
lwall[x] = (viewwidth - x) << FRACBITS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (x = pl->minx; x <= pl->maxx; ++x)
|
|
{
|
|
lwall[x] = x << FRACBITS;
|
|
}
|
|
}
|
|
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
lastskycol[x] = 0xffffffff;
|
|
}
|
|
|
|
rw_pic = frontskytex;
|
|
rw_offset = 0;
|
|
|
|
frontyScale = rw_pic->yScale;
|
|
dc_texturemid = MulScale16 (skymid, frontyScale);
|
|
|
|
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
|
{ // The texture tiles nicely
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
lastskycol[x] = 0xffffffff;
|
|
}
|
|
wallscan (pl->minx, pl->maxx, (short *)pl->top, (short *)pl->bottom, swall, lwall,
|
|
frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
|
}
|
|
else
|
|
{ // The texture does not tile nicely
|
|
frontyScale = DivScale16 (skyscale, frontyScale);
|
|
frontiScale = DivScale32 (1, frontyScale);
|
|
// Sodding crap. Fixed point sucks when you want precision.
|
|
// TODO (if I'm feeling adventurous): Rewrite the renderer to use floating point
|
|
// coordinates to keep as much precision as possible until the final
|
|
// rasterization stage so fudges like this aren't needed.
|
|
if (viewheight <= 600)
|
|
{
|
|
skymid -= FRACUNIT;
|
|
}
|
|
R_DrawSkyStriped (pl);
|
|
}
|
|
}
|
|
|
|
static void R_DrawSkyStriped (visplane_t *pl)
|
|
{
|
|
fixed_t centerysave = centeryfrac;
|
|
short drawheight = (short)MulScale16 (frontskytex->GetHeight(), frontyScale);
|
|
fixed_t topfrac;
|
|
fixed_t iscale = frontiScale;
|
|
short top[MAXWIDTH], bot[MAXWIDTH];
|
|
short yl, yh;
|
|
int x;
|
|
|
|
// So that I don't have to worry about fractional precision, chop off the
|
|
// fractional part of centeryfrac.
|
|
centeryfrac = centery << FRACBITS;
|
|
topfrac = (skymid + iscale * (1-centery)) % (frontskytex->GetHeight() << FRACBITS);
|
|
if (topfrac < 0) topfrac += frontskytex->GetHeight() << FRACBITS;
|
|
yl = 0;
|
|
yh = (short)MulScale32 ((frontskytex->GetHeight() << FRACBITS) - topfrac, frontyScale);
|
|
dc_texturemid = topfrac - iscale * (1-centery);
|
|
|
|
while (yl < viewheight)
|
|
{
|
|
for (x = pl->minx; x <= pl->maxx; ++x)
|
|
{
|
|
top[x] = MAX (yl, (short)pl->top[x]);
|
|
bot[x] = MIN (yh, (short)pl->bottom[x]);
|
|
}
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
lastskycol[x] = 0xffffffff;
|
|
}
|
|
wallscan (pl->minx, pl->maxx, top, bot, swall, lwall, rw_pic->yScale,
|
|
backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
|
yl = yh;
|
|
yh += drawheight;
|
|
dc_texturemid = iscale * (centery-yl-1);
|
|
}
|
|
centeryfrac = centerysave;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawPlanes
|
|
//
|
|
// At the end of each frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
CVAR (Bool, tilt, false, 0);
|
|
//CVAR (Int, pa, 0, 0)
|
|
|
|
void R_DrawPlanes ()
|
|
{
|
|
visplane_t *pl;
|
|
int i;
|
|
int vpcount;
|
|
|
|
ds_color = 3;
|
|
|
|
for (i = vpcount = 0; i < MAXVISPLANES; i++)
|
|
{
|
|
for (pl = visplanes[i]; pl; pl = pl->next)
|
|
{
|
|
vpcount++;
|
|
R_DrawSinglePlane (pl, OPAQUE, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawSinglePlane
|
|
//
|
|
// Draws a single visplane.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool masked)
|
|
{
|
|
// pl->angle = pa<<ANGLETOFINESHIFT;
|
|
|
|
if (pl->minx > pl->maxx)
|
|
return;
|
|
|
|
if (r_drawflat)
|
|
{ // [RH] no texture mapping
|
|
ds_color += 4;
|
|
R_MapVisPlane (pl, R_MapColoredPlane);
|
|
}
|
|
else if (pl->picnum == skyflatnum)
|
|
{ // sky flat
|
|
R_DrawSkyPlane (pl);
|
|
}
|
|
else
|
|
{ // regular flat
|
|
FTexture *tex = TexMan(pl->picnum);
|
|
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!masked)
|
|
{ // If we're not supposed to see through this plane, draw it opaque.
|
|
alpha = OPAQUE;
|
|
}
|
|
else if (!tex->bMasked)
|
|
{ // Don't waste time on a masked texture if it isn't really masked.
|
|
masked = false;
|
|
}
|
|
R_SetupSpanBits(tex);
|
|
pl->xscale = MulScale16 (pl->xscale, tex->xScale);
|
|
pl->yscale = MulScale16 (pl->yscale, tex->yScale);
|
|
ds_source = tex->GetPixels ();
|
|
|
|
basecolormap = pl->colormap;
|
|
planeshade = LIGHT2SHADE(pl->lightlevel);
|
|
|
|
if (r_drawflat || ((pl->height.a == 0 && pl->height.b == 0) && !tilt))
|
|
{
|
|
R_DrawNormalPlane (pl, alpha, masked);
|
|
}
|
|
else
|
|
{
|
|
R_DrawTiltedPlane (pl, alpha, masked);
|
|
}
|
|
}
|
|
NetUpdate ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawSkyBoxes
|
|
//
|
|
// Draws any recorded sky boxes and then frees them.
|
|
//
|
|
// The process:
|
|
// 1. Move the camera to coincide with the SkyViewpoint.
|
|
// 2. Clear out the old planes. (They have already been drawn.)
|
|
// 3. Clear a window out of the ClipSegs just large enough for the plane.
|
|
// 4. Pretend the existing vissprites and drawsegs aren't there.
|
|
// 5. Create a drawseg at 0 distance to clip sprites to the visplane. It
|
|
// doesn't need to be associated with a line in the map, since there
|
|
// will never be any sprites in front of it.
|
|
// 6. Render the BSP, then planes, then masked stuff.
|
|
// 7. Restore the previous vissprites and drawsegs.
|
|
// 8. Repeat for any other sky boxes.
|
|
// 9. Put the camera back where it was to begin with.
|
|
//
|
|
//==========================================================================
|
|
CVAR (Bool, r_skyboxes, true, 0)
|
|
static int numskyboxes;
|
|
|
|
struct VisplaneAndAlpha
|
|
{
|
|
visplane_t *Visplane;
|
|
fixed_t Alpha;
|
|
};
|
|
|
|
void R_DrawSkyBoxes ()
|
|
{
|
|
static TArray<size_t> interestingStack;
|
|
static TArray<ptrdiff_t> drawsegStack;
|
|
static TArray<ptrdiff_t> visspriteStack;
|
|
static TArray<fixed_t> viewxStack, viewyStack, viewzStack;
|
|
static TArray<VisplaneAndAlpha> visplaneStack;
|
|
|
|
numskyboxes = 0;
|
|
|
|
if (visplanes[MAXVISPLANES] == NULL)
|
|
return;
|
|
|
|
VisplaneAndAlpha vaAdder = { 0 };
|
|
int savedextralight = extralight;
|
|
fixed_t savedx = viewx;
|
|
fixed_t savedy = viewy;
|
|
fixed_t savedz = viewz;
|
|
angle_t savedangle = viewangle;
|
|
ptrdiff_t savedvissprite_p = vissprite_p - vissprites;
|
|
ptrdiff_t savedds_p = ds_p - drawsegs;
|
|
ptrdiff_t savedlastopening = lastopening;
|
|
size_t savedinteresting = FirstInterestingDrawseg;
|
|
float savedvisibility = R_GetVisibility ();
|
|
AActor *savedcamera = camera;
|
|
sector_t *savedsector = viewsector;
|
|
|
|
int i;
|
|
visplane_t *pl;
|
|
|
|
for (pl = visplanes[MAXVISPLANES]; pl != NULL; pl = visplanes[MAXVISPLANES])
|
|
{
|
|
// Pop the visplane off the list now so that if this skybox adds more
|
|
// skyboxes to the list, they will be drawn instead of skipped (because
|
|
// new skyboxes go to the beginning of the list instead of the end).
|
|
visplanes[MAXVISPLANES] = pl->next;
|
|
pl->next = NULL;
|
|
|
|
if (pl->maxx < pl->minx || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES)
|
|
{
|
|
R_DrawSinglePlane (pl, OPAQUE, false);
|
|
*freehead = pl;
|
|
freehead = &pl->next;
|
|
continue;
|
|
}
|
|
|
|
numskyboxes++;
|
|
|
|
ASkyViewpoint *sky = pl->skybox;
|
|
ASkyViewpoint *mate = sky->Mate;
|
|
|
|
if (mate == NULL)
|
|
{
|
|
// Don't let gun flashes brighten the sky box
|
|
extralight = 0;
|
|
R_SetVisibility (sky->args[0] * 0.25f);
|
|
|
|
viewx = sky->PrevX + FixedMul(r_TicFrac, sky->x - sky->PrevX);
|
|
viewy = sky->PrevY + FixedMul(r_TicFrac, sky->y - sky->PrevY);
|
|
viewz = sky->PrevZ + FixedMul(r_TicFrac, sky->z - sky->PrevZ);
|
|
viewangle = savedangle + sky->PrevAngle + FixedMul(r_TicFrac, sky->angle - sky->PrevAngle);
|
|
|
|
R_CopyStackedViewParameters();
|
|
}
|
|
else
|
|
{
|
|
extralight = pl->extralight;
|
|
R_SetVisibility (pl->visibility);
|
|
viewx = pl->viewx - sky->Mate->x + sky->x;
|
|
viewy = pl->viewy - sky->Mate->y + sky->y;
|
|
viewz = pl->viewz;
|
|
viewangle = pl->viewangle;
|
|
}
|
|
|
|
sky->bInSkybox = true;
|
|
if (mate != NULL) mate->bInSkybox = true;
|
|
camera = sky;
|
|
viewsector = sky->Sector;
|
|
R_SetViewAngle ();
|
|
validcount++; // Make sure we see all sprites
|
|
|
|
R_ClearPlanes (false);
|
|
R_ClearClipSegs (pl->minx, pl->maxx + 1);
|
|
WindowLeft = pl->minx;
|
|
WindowRight = pl->maxx;
|
|
|
|
for (i = pl->minx; i <= pl->maxx; i++)
|
|
{
|
|
if (pl->top[i] == 0x7fff)
|
|
{
|
|
ceilingclip[i] = viewheight;
|
|
floorclip[i] = -1;
|
|
}
|
|
else
|
|
{
|
|
ceilingclip[i] = pl->top[i];
|
|
floorclip[i] = pl->bottom[i];
|
|
}
|
|
}
|
|
|
|
// Create a drawseg to clip sprites to the sky plane
|
|
R_CheckDrawSegs ();
|
|
R_CheckOpenings ((pl->maxx - pl->minx + 1)*2);
|
|
ds_p->siz1 = INT_MAX;
|
|
ds_p->siz2 = INT_MAX;
|
|
ds_p->sz1 = 0;
|
|
ds_p->sz2 = 0;
|
|
ds_p->x1 = pl->minx;
|
|
ds_p->x2 = pl->maxx;
|
|
ds_p->silhouette = SIL_BOTH;
|
|
ds_p->sprbottomclip = R_NewOpening (pl->maxx - pl->minx + 1);
|
|
ds_p->sprtopclip = R_NewOpening (pl->maxx - pl->minx + 1);
|
|
ds_p->maskedtexturecol = ds_p->swall = -1;
|
|
ds_p->bFogBoundary = false;
|
|
memcpy (openings + ds_p->sprbottomclip, floorclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short));
|
|
memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short));
|
|
|
|
firstvissprite = vissprite_p;
|
|
firstdrawseg = ds_p++;
|
|
FirstInterestingDrawseg = InterestingDrawsegs.Size();
|
|
|
|
interestingStack.Push (FirstInterestingDrawseg);
|
|
ptrdiff_t diffnum = firstdrawseg - drawsegs;
|
|
drawsegStack.Push (diffnum);
|
|
diffnum = firstvissprite - vissprites;
|
|
visspriteStack.Push (diffnum);
|
|
viewxStack.Push (viewx);
|
|
viewyStack.Push (viewy);
|
|
viewzStack.Push (viewz);
|
|
vaAdder.Visplane = pl;
|
|
vaAdder.Alpha = sky->PlaneAlpha;
|
|
visplaneStack.Push (vaAdder);
|
|
|
|
R_RenderBSPNode (nodes + numnodes - 1);
|
|
R_DrawPlanes ();
|
|
|
|
sky->bInSkybox = false;
|
|
if (mate != NULL) mate->bInSkybox = false;
|
|
}
|
|
|
|
// Draw all the masked textures in a second pass, in the reverse order they
|
|
// were added. This must be done separately from the previous step for the
|
|
// sake of nested skyboxes.
|
|
while (interestingStack.Pop (FirstInterestingDrawseg))
|
|
{
|
|
ptrdiff_t pd = 0;
|
|
|
|
drawsegStack.Pop (pd);
|
|
firstdrawseg = drawsegs + pd;
|
|
visspriteStack.Pop (pd);
|
|
firstvissprite = vissprites + pd;
|
|
viewxStack.Pop (viewx); // Masked textures and planes need the view
|
|
viewyStack.Pop (viewy); // coordinates restored for proper positioning.
|
|
viewzStack.Pop (viewz);
|
|
|
|
R_DrawMasked ();
|
|
|
|
ds_p = firstdrawseg;
|
|
vissprite_p = firstvissprite;
|
|
|
|
visplaneStack.Pop (vaAdder);
|
|
if (vaAdder.Alpha > 0)
|
|
{
|
|
R_DrawSinglePlane (vaAdder.Visplane, vaAdder.Alpha, true);
|
|
}
|
|
*freehead = vaAdder.Visplane;
|
|
freehead = &vaAdder.Visplane->next;
|
|
}
|
|
firstvissprite = vissprites;
|
|
vissprite_p = vissprites + savedvissprite_p;
|
|
firstdrawseg = drawsegs;
|
|
ds_p = drawsegs + savedds_p;
|
|
InterestingDrawsegs.Resize ((unsigned int)FirstInterestingDrawseg);
|
|
FirstInterestingDrawseg = savedinteresting;
|
|
|
|
lastopening = savedlastopening;
|
|
|
|
camera = savedcamera;
|
|
viewsector = savedsector;
|
|
viewx = savedx;
|
|
viewy = savedy;
|
|
viewz = savedz;
|
|
R_SetVisibility (savedvisibility);
|
|
extralight = savedextralight;
|
|
viewangle = savedangle;
|
|
R_SetViewAngle ();
|
|
|
|
for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; )
|
|
freehead = &(*freehead)->next;
|
|
}
|
|
|
|
ADD_STAT(skyboxes)
|
|
{
|
|
FString out;
|
|
out.Format (out, "%d skybox planes", numskyboxes);
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawSkyPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawSkyPlane (visplane_t *pl)
|
|
{
|
|
FTextureID sky1tex, sky2tex;
|
|
double frontdpos = 0, backdpos = 0;
|
|
|
|
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
|
|
{
|
|
sky1tex = sky2texture;
|
|
}
|
|
else
|
|
{
|
|
sky1tex = sky1texture;
|
|
}
|
|
sky2tex = sky2texture;
|
|
skymid = skytexturemid;
|
|
skyangle = viewangle;
|
|
|
|
if (pl->picnum == skyflatnum)
|
|
{
|
|
if (!(pl->sky & PL_SKYFLAT))
|
|
{ // use sky1
|
|
sky1:
|
|
frontskytex = TexMan(sky1tex);
|
|
if (level.flags & LEVEL_DOUBLESKY)
|
|
backskytex = TexMan(sky2tex);
|
|
else
|
|
backskytex = NULL;
|
|
skyflip = 0;
|
|
frontdpos = sky1pos;
|
|
backdpos = sky2pos;
|
|
frontcyl = sky1cyl;
|
|
backcyl = sky2cyl;
|
|
}
|
|
else if (pl->sky == PL_SKYFLAT)
|
|
{ // use sky2
|
|
frontskytex = TexMan(sky2tex);
|
|
backskytex = NULL;
|
|
frontcyl = sky2cyl;
|
|
skyflip = 0;
|
|
frontdpos = sky2pos;
|
|
}
|
|
else
|
|
{ // MBF's linedef-controlled skies
|
|
// Sky Linedef
|
|
const line_t *l = &lines[(pl->sky & ~PL_SKYFLAT)-1];
|
|
|
|
// Sky transferred from first sidedef
|
|
const side_t *s = l->sidedef[0];
|
|
int pos;
|
|
|
|
// Texture comes from upper texture of reference sidedef
|
|
// [RH] If swapping skies, then use the lower sidedef
|
|
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
|
|
{
|
|
pos = side_t::bottom;
|
|
}
|
|
else
|
|
{
|
|
pos = side_t::top;
|
|
}
|
|
|
|
frontskytex = TexMan(s->GetTexture(pos));
|
|
if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
|
|
{ // [RH] The blank texture: Use normal sky instead.
|
|
goto sky1;
|
|
}
|
|
backskytex = NULL;
|
|
|
|
// Horizontal offset is turned into an angle offset,
|
|
// to allow sky rotation as well as careful positioning.
|
|
// However, the offset is scaled very small, so that it
|
|
// allows a long-period of sky rotation.
|
|
skyangle += s->GetTextureXOffset(pos);
|
|
|
|
// Vertical offset allows careful sky positioning.
|
|
skymid = s->GetTextureYOffset(pos) - 28*FRACUNIT;
|
|
|
|
// We sometimes flip the picture horizontally.
|
|
//
|
|
// Doom always flipped the picture, so we make it optional,
|
|
// to make it easier to use the new feature, while to still
|
|
// allow old sky textures to be used.
|
|
skyflip = l->args[2] ? 0u : ~0u;
|
|
|
|
frontcyl = MAX(frontskytex->GetWidth(), frontskytex->xScale >> (16 - 10));
|
|
if (skystretch)
|
|
{
|
|
skymid = Scale(skymid, frontskytex->GetScaledHeight(), SKYSTRETCH_HEIGHT);
|
|
}
|
|
}
|
|
}
|
|
frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
|
|
if (backskytex != NULL)
|
|
{
|
|
backpos = int(fmod(backdpos, sky2cyl * 65536.0));
|
|
}
|
|
|
|
bool fakefixed = false;
|
|
if (fixedcolormap)
|
|
{
|
|
dc_colormap = fixedcolormap;
|
|
}
|
|
else
|
|
{
|
|
fakefixed = true;
|
|
fixedcolormap = dc_colormap = NormalLight.Maps;
|
|
}
|
|
|
|
R_DrawSky (pl);
|
|
|
|
if (fakefixed)
|
|
fixedcolormap = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawNormalPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool masked)
|
|
{
|
|
#ifdef X86_ASM
|
|
if (ds_source != ds_cursource)
|
|
{
|
|
R_SetSpanSource_ASM (ds_source);
|
|
}
|
|
#endif
|
|
|
|
if (alpha <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
angle_t planeang = pl->angle;
|
|
xscale = pl->xscale << (16 - ds_xbits);
|
|
yscale = pl->yscale << (16 - ds_ybits);
|
|
if (planeang != 0)
|
|
{
|
|
fixed_t cosine = finecosine[planeang >> ANGLETOFINESHIFT];
|
|
fixed_t sine = finesine[planeang >> ANGLETOFINESHIFT];
|
|
|
|
pviewx = pl->xoffs + FixedMul (viewx, cosine) - FixedMul (viewy, sine);
|
|
pviewy = pl->yoffs - FixedMul (viewx, sine) - FixedMul (viewy, cosine);
|
|
}
|
|
else
|
|
{
|
|
pviewx = pl->xoffs + viewx;
|
|
pviewy = pl->yoffs - viewy;
|
|
}
|
|
|
|
pviewx = FixedMul (xscale, pviewx);
|
|
pviewy = FixedMul (yscale, pviewy);
|
|
|
|
// left to right mapping
|
|
planeang = (viewangle - ANG90 + planeang) >> ANGLETOFINESHIFT;
|
|
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
|
|
xstepscale = Scale (xscale, finecosine[planeang], FocalLengthX);
|
|
ystepscale = Scale (yscale, -finesine[planeang], FocalLengthX);
|
|
|
|
// [RH] flip for mirrors
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
xstepscale = (DWORD)(-(SDWORD)xstepscale);
|
|
ystepscale = (DWORD)(-(SDWORD)ystepscale);
|
|
}
|
|
|
|
int x = pl->maxx - halfviewwidth;
|
|
planeang = (planeang + (ANG90 >> ANGLETOFINESHIFT)) & FINEMASK;
|
|
basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale;
|
|
baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale;
|
|
|
|
planeheight = abs (FixedMul (pl->height.d, -pl->height.ic) - viewz);
|
|
|
|
GlobVis = FixedDiv (r_FloorVisibility, planeheight);
|
|
if (fixedlightlev >= 0)
|
|
ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
|
|
else if (fixedcolormap)
|
|
ds_colormap = fixedcolormap, plane_shade = false;
|
|
else
|
|
plane_shade = true;
|
|
|
|
if (spanfunc != R_FillSpan)
|
|
{
|
|
if (masked)
|
|
{
|
|
if (alpha < OPAQUE)
|
|
{
|
|
spanfunc = R_DrawSpanMaskedTranslucent;
|
|
dc_srcblend = Col2RGB8[alpha>>10];
|
|
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpanMasked;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (alpha < OPAQUE)
|
|
{
|
|
spanfunc = R_DrawSpanTranslucent;
|
|
dc_srcblend = Col2RGB8[alpha>>10];
|
|
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpan;
|
|
}
|
|
}
|
|
}
|
|
R_MapVisPlane (pl, R_MapPlane);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawTiltedPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool masked)
|
|
{
|
|
static const float ifloatpow2[16] =
|
|
{
|
|
// ifloatpow2[i] = 1 / (1 << i)
|
|
64.f, 32.f, 16.f, 8.f, 4.f, 2.f, 1.f, 0.5f,
|
|
0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f,
|
|
0.00390625f, 0.001953125f
|
|
/*, 0.0009765625f, 0.00048828125f, 0.000244140625f,
|
|
1.220703125e-4f, 6.103515625e-5, 3.0517578125e-5*/
|
|
};
|
|
double lxscale, lyscale;
|
|
double xscale, yscale;
|
|
FVector3 p, m, n;
|
|
double ang;
|
|
double zeroheight;
|
|
|
|
if (alpha <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
double vx = FIXED2FLOAT(viewx);
|
|
double vy = FIXED2FLOAT(viewy);
|
|
double vz = FIXED2FLOAT(viewz);
|
|
|
|
lxscale = FIXED2FLOAT(pl->xscale) * ifloatpow2[ds_xbits];
|
|
lyscale = FIXED2FLOAT(pl->yscale) * ifloatpow2[ds_ybits];
|
|
xscale = 64.f / lxscale;
|
|
yscale = 64.f / lyscale;
|
|
zeroheight = pl->height.ZatPoint(vx, vy);
|
|
|
|
pviewx = MulScale (pl->xoffs, pl->xscale, ds_xbits);
|
|
pviewy = MulScale (pl->yoffs, pl->yscale, ds_ybits);
|
|
|
|
// p is the texture origin in view space
|
|
// Don't add in the offsets at this stage, because doing so can result in
|
|
// errors if the flat is rotated.
|
|
ang = bam2rad(ANG270 - viewangle);
|
|
p[0] = vx * cos(ang) - vy * sin(ang);
|
|
p[2] = vx * sin(ang) + vy * cos(ang);
|
|
p[1] = pl->height.ZatPoint(0.0, 0.0) - vz;
|
|
|
|
// m is the v direction vector in view space
|
|
ang = bam2rad(ANG180 - viewangle - pl->angle);
|
|
m[0] = yscale * cos(ang);
|
|
m[2] = yscale * sin(ang);
|
|
// m[1] = FIXED2FLOAT(pl->height.ZatPoint (0, iyscale) - pl->height.ZatPoint (0,0));
|
|
// VectorScale2 (m, 64.f/VectorLength(m));
|
|
|
|
// n is the u direction vector in view space
|
|
ang += PI/2;
|
|
n[0] = -xscale * cos(ang);
|
|
n[2] = -xscale * sin(ang);
|
|
// n[1] = FIXED2FLOAT(pl->height.ZatPoint (ixscale, 0) - pl->height.ZatPoint (0,0));
|
|
// VectorScale2 (n, 64.f/VectorLength(n));
|
|
|
|
// This code keeps the texture coordinates constant across the x,y plane no matter
|
|
// how much you slope the surface. Use the commented-out code above instead to keep
|
|
// the textures a constant size across the surface's plane instead.
|
|
ang = bam2rad(pl->angle);
|
|
m[1] = pl->height.ZatPoint(vx + yscale * sin(ang), vy + yscale * cos(ang)) - zeroheight;
|
|
ang += PI/2;
|
|
n[1] = pl->height.ZatPoint(vx + xscale * sin(ang), vy + xscale * cos(ang)) - zeroheight;
|
|
|
|
plane_su = p ^ m;
|
|
plane_sv = p ^ n;
|
|
plane_sz = m ^ n;
|
|
|
|
plane_su.Z *= FocalLengthXfloat;
|
|
plane_sv.Z *= FocalLengthXfloat;
|
|
plane_sz.Z *= FocalLengthXfloat;
|
|
|
|
plane_su.Y *= iyaspectmulfloat;
|
|
plane_sv.Y *= iyaspectmulfloat;
|
|
plane_sz.Y *= iyaspectmulfloat;
|
|
|
|
// Premultiply the texture vectors with the scale factors
|
|
plane_su *= 4294967296.f;
|
|
plane_sv *= 4294967296.f;
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
plane_su[0] = -plane_su[0];
|
|
plane_sv[0] = -plane_sv[0];
|
|
plane_sz[0] = -plane_sz[0];
|
|
}
|
|
|
|
planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (float)(abs(pl->height.ZatPoint (viewx, viewy) - viewz));
|
|
|
|
if (pl->height.c > 0)
|
|
planelightfloat = -planelightfloat;
|
|
|
|
if (fixedlightlev >= 0)
|
|
ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
|
|
else if (fixedcolormap)
|
|
ds_colormap = fixedcolormap, plane_shade = false;
|
|
else
|
|
ds_colormap = basecolormap->Maps, plane_shade = true;
|
|
|
|
if (!plane_shade)
|
|
{
|
|
for (int i = 0; i < viewwidth; ++i)
|
|
{
|
|
tiltlighting[i] = ds_colormap;
|
|
}
|
|
}
|
|
|
|
#if defined(X86_ASM)
|
|
if (ds_source != ds_curtiltedsource)
|
|
R_SetTiltedSpanSource_ASM (ds_source);
|
|
R_MapVisPlane (pl, R_DrawTiltedPlane_ASM);
|
|
#else
|
|
R_MapVisPlane (pl, R_MapTiltedPlane);
|
|
#endif
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_MapVisPlane
|
|
//
|
|
// t1/b1 are at x
|
|
// t2/b2 are at x+1
|
|
// spanend[y] is at the right edge
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_MapVisPlane (visplane_t *pl, void (*mapfunc)(int y, int x1))
|
|
{
|
|
int x = pl->maxx;
|
|
int t2 = pl->top[x];
|
|
int b2 = pl->bottom[x];
|
|
|
|
if (b2 > t2)
|
|
{
|
|
clearbufshort (spanend+t2, b2-t2, x);
|
|
}
|
|
|
|
for (--x; x >= pl->minx; --x)
|
|
{
|
|
int t1 = pl->top[x];
|
|
int b1 = pl->bottom[x];
|
|
const int xr = x+1;
|
|
int stop;
|
|
|
|
// Draw any spans that have just closed
|
|
stop = MIN (t1, b2);
|
|
while (t2 < stop)
|
|
{
|
|
mapfunc (t2++, xr);
|
|
}
|
|
stop = MAX (b1, t2);
|
|
while (b2 > stop)
|
|
{
|
|
mapfunc (--b2, xr);
|
|
}
|
|
|
|
// Mark any spans that have just opened
|
|
stop = MIN (t2, b1);
|
|
while (t1 < stop)
|
|
{
|
|
spanend[t1++] = x;
|
|
}
|
|
stop = MAX (b2, t2);
|
|
while (b1 > stop)
|
|
{
|
|
spanend[--b1] = x;
|
|
}
|
|
|
|
t2 = pl->top[x];
|
|
b2 = pl->bottom[x];
|
|
basexfrac -= xstepscale;
|
|
baseyfrac -= ystepscale;
|
|
}
|
|
// Draw any spans that are still open
|
|
while (t2 < b2)
|
|
{
|
|
mapfunc (--b2, pl->minx);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_PlaneInitData
|
|
//
|
|
//==========================================================================
|
|
|
|
bool R_PlaneInitData ()
|
|
{
|
|
int i;
|
|
visplane_t *pl;
|
|
|
|
// Free all visplanes and let them be re-allocated as needed.
|
|
pl = freetail;
|
|
|
|
while (pl)
|
|
{
|
|
visplane_t *next = pl->next;
|
|
M_Free (pl);
|
|
pl = next;
|
|
}
|
|
freetail = NULL;
|
|
freehead = &freetail;
|
|
|
|
for (i = 0; i < MAXVISPLANES; i++)
|
|
{
|
|
pl = visplanes[i];
|
|
visplanes[i] = NULL;
|
|
while (pl)
|
|
{
|
|
visplane_t *next = pl->next;
|
|
M_Free (pl);
|
|
pl = next;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_AlignFlat
|
|
//
|
|
//==========================================================================
|
|
|
|
bool R_AlignFlat (int linenum, int side, int fc)
|
|
{
|
|
line_t *line = lines + linenum;
|
|
sector_t *sec = side ? line->backsector : line->frontsector;
|
|
|
|
if (!sec)
|
|
return false;
|
|
|
|
fixed_t x = line->v1->x;
|
|
fixed_t y = line->v1->y;
|
|
|
|
angle_t angle = R_PointToAngle2 (x, y, line->v2->x, line->v2->y);
|
|
angle_t norm = (angle-ANGLE_90) >> ANGLETOFINESHIFT;
|
|
|
|
fixed_t dist = -DMulScale16 (finecosine[norm], x, finesine[norm], y);
|
|
|
|
if (side)
|
|
{
|
|
angle = angle + ANGLE_180;
|
|
dist = -dist;
|
|
}
|
|
|
|
sec->SetBase(fc, dist & ((1<<(FRACBITS+8))-1), 0-angle);
|
|
return true;
|
|
}
|