mirror of
https://github.com/ZDoom/qzdoom.git
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a9ef73528d
- moved SectorPortal struct to FLevelLocals and exported it.
1788 lines
45 KiB
C++
1788 lines
45 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 "r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.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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CVAR(Bool, tilt, false, 0);
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CVAR(Bool, r_skyboxes, true, 0)
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EXTERN_CVAR(Int, r_skymode)
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namespace swrenderer
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{
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using namespace drawerargs;
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extern subsector_t *InSubsector;
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static void R_DrawSkyStriped (visplane_t *pl);
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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 1000
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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)+(FLOAT2FIXED((height).fD()))*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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double stacked_visibility;
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DVector3 stacked_viewpos;
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DAngle 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 double 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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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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}
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float yslope[MAXHEIGHT];
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static fixed_t xscale, yscale;
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static double xstepscale, ystepscale;
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static double basexfrac, baseyfrac;
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void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool additive, bool masked);
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void R_DrawSkySegment(visplane_t *vis, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const uint8_t *(*getcol)(FTexture *tex, int col));
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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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fakeActive = 0;
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// do not use R_ClearPlanes because at this point the screen pointer is no longer valid.
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for (int i = 0; i <= MAXVISPLANES; i++) // new code -- killough
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{
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for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
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{
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freehead = &(*freehead)->next;
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}
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}
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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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double 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 = planeheight * yslope[y];
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if (ds_xbits != 0)
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{
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ds_xstep = xs_ToFixed(32 - ds_xbits, distance * xstepscale);
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ds_xfrac = xs_ToFixed(32 - ds_xbits, distance * basexfrac) + pviewx;
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}
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else
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{
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ds_xstep = 0;
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ds_xfrac = 0;
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}
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if (ds_ybits != 0)
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{
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ds_ystep = xs_ToFixed(32 - ds_ybits, distance * ystepscale);
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ds_yfrac = xs_ToFixed(32 - ds_ybits, distance * baseyfrac) + pviewy;
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}
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else
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{
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ds_ystep = 0;
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ds_yfrac = 0;
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}
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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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R_SetDSColorMapLight(basecolormap, GlobVis * fabs(CenterY - y), planeshade);
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}
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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_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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R_DrawTiltedSpan(y, x1, spanend[y], plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
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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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R_DrawColoredSpan(y, x1, spanend[y]);
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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;
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// Don't clear fake planes if not doing a full clear.
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if (!fullclear)
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{
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for (i = 0; i <= MAXVISPLANES-1; i++) // new code -- killough
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{
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for (visplane_t **probe = &visplanes[i]; *probe != NULL; )
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{
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if ((*probe)->sky < 0)
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{ // fake: move past it
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probe = &(*probe)->next;
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}
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else
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{ // not fake: move to freelist
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visplane_t *vis = *probe;
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*freehead = vis;
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*probe = vis->next;
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vis->next = NULL;
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freehead = &vis->next;
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}
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}
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}
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}
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else
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{
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for (i = 0; i <= MAXVISPLANES; i++) // new code -- killough
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{
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for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
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{
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freehead = &(*freehead)->next;
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}
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}
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// opening / clipping determination
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fillshort (floorclip, viewwidth, viewheight);
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// [RH] clip ceiling to console bottom
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fillshort (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) + 3 + sizeof(*check->top)*(MAXWIDTH*2));
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memset(check, 0, sizeof(*check) + 3 + 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, double Alpha, bool additive,
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const FTransform &xxform,
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int sky, FSectorPortal *portal)
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{
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secplane_t plane;
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visplane_t *check;
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unsigned hash; // killough
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bool isskybox;
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const FTransform *xform = &xxform;
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fixed_t alpha = FLOAT2FIXED(Alpha);
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//angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
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FTransform nulltransform;
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if (picnum == skyflatnum) // killough 10/98
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{ // most skies map together
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lightlevel = 0;
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xform = &nulltransform;
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nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
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nulltransform.xScale = nulltransform.yScale = 1;
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nulltransform.Angle = nulltransform.baseAngle = 0.0;
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additive = false;
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// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
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// always necessary, but it is needed if a floor and ceiling sky are in the
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// same column but separated by a wall. If they both try to reside in the
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// same visplane, then only the floor sky will be drawn.
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plane.set(0., 0., height.fC(), 0.);
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isskybox = portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX);
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}
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else if (portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX))
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{
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plane = height;
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isskybox = true;
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}
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else
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{
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plane = height;
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isskybox = false;
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// kg3D - hack, store alpha in sky
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// i know there is ->alpha, but this also allows to identify fake plane
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// and ->alpha is for stacked sectors
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if (fake3D & (FAKE3D_FAKEFLOOR|FAKE3D_FAKECEILING)) sky = 0x80000000 | fakeAlpha;
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else sky = 0; // not skyflatnum so it can't be a sky
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portal = NULL;
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alpha = OPAQUE;
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}
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// New visplane algorithm uses hash table -- killough
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hash = isskybox ? MAXVISPLANES : visplane_hash (picnum.GetIndex(), lightlevel, height);
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for (check = visplanes[hash]; check; check = check->next) // killough
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{
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if (isskybox)
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{
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if (portal == check->portal && plane == check->height)
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{
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if (portal->mType != PORTS_SKYVIEWPOINT)
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{ // This skybox is really a stacked sector, so we need to
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// check even more.
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if (check->extralight == stacked_extralight &&
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check->visibility == stacked_visibility &&
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check->viewpos == stacked_viewpos &&
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(
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// headache inducing logic... :(
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(portal->mType != PORTS_STACKEDSECTORTHING) ||
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(
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check->Alpha == alpha &&
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check->Additive == additive &&
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(alpha == 0 || // if alpha is > 0 everything needs to be checked
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(plane == check->height &&
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picnum == check->picnum &&
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lightlevel == check->lightlevel &&
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basecolormap == check->colormap && // [RH] Add more checks
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*xform == check->xform
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)
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) &&
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check->viewangle == stacked_angle
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)
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)
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)
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{
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return check;
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}
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}
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else
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{
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return check;
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}
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}
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}
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else
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if (plane == check->height &&
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picnum == check->picnum &&
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lightlevel == check->lightlevel &&
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basecolormap == check->colormap && // [RH] Add more checks
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*xform == check->xform &&
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sky == check->sky &&
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CurrentPortalUniq == check->CurrentPortalUniq &&
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MirrorFlags == check->MirrorFlags &&
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CurrentSkybox == check->CurrentSkybox &&
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ViewPos == check->viewpos
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)
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{
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return check;
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}
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}
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check = new_visplane (hash); // killough
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check->height = plane;
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check->picnum = picnum;
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check->lightlevel = lightlevel;
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check->xform = *xform;
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check->colormap = basecolormap; // [RH] Save colormap
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check->sky = sky;
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check->portal = portal;
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check->left = viewwidth; // Was SCREENWIDTH -- killough 11/98
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check->right = 0;
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check->extralight = stacked_extralight;
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check->visibility = stacked_visibility;
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check->viewpos = stacked_viewpos;
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check->viewangle = stacked_angle;
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check->Alpha = alpha;
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check->Additive = additive;
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check->CurrentPortalUniq = CurrentPortalUniq;
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check->MirrorFlags = MirrorFlags;
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check->CurrentSkybox = CurrentSkybox;
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fillshort (check->top, viewwidth, 0x7fff);
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return check;
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}
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//==========================================================================
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//
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// R_CheckPlane
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//
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//==========================================================================
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visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
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{
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int intrl, intrh;
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int unionl, unionh;
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int x;
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assert (start >= 0 && start < viewwidth);
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assert (stop > start && stop <= viewwidth);
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if (start < pl->left)
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{
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intrl = pl->left;
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unionl = start;
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}
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else
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{
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unionl = pl->left;
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intrl = start;
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}
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if (stop > pl->right)
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{
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intrh = pl->right;
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unionh = stop;
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}
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else
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{
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unionh = pl->right;
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intrh = stop;
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}
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for (x = intrl; x < intrh && pl->top[x] == 0x7fff; x++)
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;
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if (x >= intrh)
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{
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// use the same visplane
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pl->left = unionl;
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pl->right = unionh;
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}
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else
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{
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// make a new visplane
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unsigned hash;
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if (pl->portal != NULL && !(pl->portal->mFlags & PORTSF_INSKYBOX) && viewactive)
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{
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hash = MAXVISPLANES;
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}
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else
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{
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hash = visplane_hash (pl->picnum.GetIndex(), pl->lightlevel, pl->height);
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}
|
|
visplane_t *new_pl = new_visplane (hash);
|
|
|
|
new_pl->height = pl->height;
|
|
new_pl->picnum = pl->picnum;
|
|
new_pl->lightlevel = pl->lightlevel;
|
|
new_pl->xform = pl->xform;
|
|
new_pl->colormap = pl->colormap;
|
|
new_pl->portal = pl->portal;
|
|
new_pl->extralight = pl->extralight;
|
|
new_pl->visibility = pl->visibility;
|
|
new_pl->viewpos = pl->viewpos;
|
|
new_pl->viewangle = pl->viewangle;
|
|
new_pl->sky = pl->sky;
|
|
new_pl->Alpha = pl->Alpha;
|
|
new_pl->Additive = pl->Additive;
|
|
new_pl->CurrentPortalUniq = pl->CurrentPortalUniq;
|
|
new_pl->MirrorFlags = pl->MirrorFlags;
|
|
new_pl->CurrentSkybox = pl->CurrentSkybox;
|
|
pl = new_pl;
|
|
pl->left = start;
|
|
pl->right = stop;
|
|
fillshort (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 double frontyScale;
|
|
static fixed_t frontcyl, backcyl;
|
|
static double skymid;
|
|
static angle_t skyangle;
|
|
static double frontiScale;
|
|
|
|
extern float 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 R_DrawSkySegment 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_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
|
|
{
|
|
uint32_t height = frontskytex->GetHeight();
|
|
|
|
for (int i = 0; i < columns; i++)
|
|
{
|
|
double uv_stepd = skyiscale * yrepeat;
|
|
double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
|
|
double v_step = uv_stepd / height;
|
|
|
|
uint32_t uv_pos = (uint32_t)(v * 0x01000000);
|
|
uint32_t uv_step = (uint32_t)(v_step * 0x01000000);
|
|
|
|
int x = start_x + i;
|
|
if (MirrorFlags & RF_XFLIP)
|
|
x = (viewwidth - x);
|
|
|
|
DWORD ang, angle1, angle2;
|
|
|
|
ang = (skyangle + xtoviewangle[x]) ^ skyflip;
|
|
angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
|
|
angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
|
|
|
|
dc_wall_source[i] = (const BYTE *)frontskytex->GetColumn(angle1, nullptr);
|
|
dc_wall_source2[i] = backskytex ? (const BYTE *)backskytex->GetColumn(angle2, nullptr) : nullptr;
|
|
|
|
dc_wall_iscale[i] = uv_step;
|
|
dc_wall_texturefrac[i] = uv_pos;
|
|
}
|
|
|
|
dc_wall_sourceheight[0] = height;
|
|
dc_wall_sourceheight[1] = backskytex ? backskytex->GetHeight() : height;
|
|
dc_dest = (ylookup[y1] + start_x) + dc_destorg;
|
|
dc_count = y2 - y1;
|
|
|
|
uint32_t solid_top = frontskytex->GetSkyCapColor(false);
|
|
uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
|
|
|
|
if (columns == 4)
|
|
if (!backskytex)
|
|
R_DrawSingleSkyCol4(solid_top, solid_bottom);
|
|
else
|
|
R_DrawDoubleSkyCol4(solid_top, solid_bottom);
|
|
else
|
|
if (!backskytex)
|
|
R_DrawSingleSkyCol1(solid_top, solid_bottom);
|
|
else
|
|
R_DrawDoubleSkyCol1(solid_top, solid_bottom);
|
|
}
|
|
|
|
static void R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
|
|
{
|
|
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
|
{
|
|
double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
|
|
R_DrawSkyColumnStripe(start_x, y1, y2, columns, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
|
|
}
|
|
else
|
|
{
|
|
double yrepeat = frontskytex->Scale.Y;
|
|
double scale = frontskytex->Scale.Y * skyscale;
|
|
double iscale = 1 / scale;
|
|
short drawheight = short(frontskytex->GetHeight() * scale);
|
|
double topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
|
|
if (topfrac < 0) topfrac += frontskytex->GetHeight();
|
|
double texturemid = topfrac - iscale * (1 - CenterY);
|
|
R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
|
|
}
|
|
}
|
|
|
|
static void R_DrawCapSky(visplane_t *pl)
|
|
{
|
|
int x1 = pl->left;
|
|
int x2 = pl->right;
|
|
short *uwal = (short *)pl->top;
|
|
short *dwal = (short *)pl->bottom;
|
|
|
|
// Calculate where 4 column alignment begins and ends:
|
|
int aligned_x1 = clamp((x1 + 3) / 4 * 4, x1, x2);
|
|
int aligned_x2 = clamp(x2 / 4 * 4, x1, x2);
|
|
|
|
// First unaligned columns:
|
|
for (int x = x1; x < aligned_x1; x++)
|
|
{
|
|
int y1 = uwal[x];
|
|
int y2 = dwal[x];
|
|
if (y2 <= y1)
|
|
continue;
|
|
|
|
R_DrawSkyColumn(x, y1, y2, 1);
|
|
}
|
|
|
|
// The aligned columns
|
|
for (int x = aligned_x1; x < aligned_x2; x += 4)
|
|
{
|
|
// Find y1, y2, light and uv values for four columns:
|
|
int y1[4] = { uwal[x], uwal[x + 1], uwal[x + 2], uwal[x + 3] };
|
|
int y2[4] = { dwal[x], dwal[x + 1], dwal[x + 2], dwal[x + 3] };
|
|
|
|
// Figure out where we vertically can start and stop drawing 4 columns in one go
|
|
int middle_y1 = y1[0];
|
|
int middle_y2 = y2[0];
|
|
for (int i = 1; i < 4; i++)
|
|
{
|
|
middle_y1 = MAX(y1[i], middle_y1);
|
|
middle_y2 = MIN(y2[i], middle_y2);
|
|
}
|
|
|
|
// If we got an empty column in our set we cannot draw 4 columns in one go:
|
|
bool empty_column_in_set = false;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (y2[i] <= y1[i])
|
|
empty_column_in_set = true;
|
|
}
|
|
if (empty_column_in_set || middle_y2 <= middle_y1)
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (y2[i] <= y1[i])
|
|
continue;
|
|
|
|
R_DrawSkyColumn(x + i, y1[i], y2[i], 1);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Draw the first rows where not all 4 columns are active
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (y1[i] < middle_y1)
|
|
R_DrawSkyColumn(x + i, y1[i], middle_y1, 1);
|
|
}
|
|
|
|
// Draw the area where all 4 columns are active
|
|
R_DrawSkyColumn(x, middle_y1, middle_y2, 4);
|
|
|
|
// Draw the last rows where not all 4 columns are active
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (middle_y2 < y2[i])
|
|
R_DrawSkyColumn(x + i, middle_y2, y2[i], 1);
|
|
}
|
|
}
|
|
|
|
// The last unaligned columns:
|
|
for (int x = aligned_x2; x < x2; x++)
|
|
{
|
|
int y1 = uwal[x];
|
|
int y2 = dwal[x];
|
|
if (y2 <= y1)
|
|
continue;
|
|
|
|
R_DrawSkyColumn(x, y1, y2, 1);
|
|
}
|
|
}
|
|
|
|
static void R_DrawSky (visplane_t *pl)
|
|
{
|
|
if (r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY))
|
|
{
|
|
R_DrawCapSky(pl);
|
|
return;
|
|
}
|
|
|
|
int x;
|
|
float swal;
|
|
|
|
if (pl->left >= pl->right)
|
|
return;
|
|
|
|
swal = skyiscale;
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
{
|
|
swall[x] = swal;
|
|
}
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
{
|
|
lwall[x] = (viewwidth - x) << FRACBITS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (x = pl->left; x < pl->right; ++x)
|
|
{
|
|
lwall[x] = x << FRACBITS;
|
|
}
|
|
}
|
|
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
lastskycol[x] = 0xffffffff;
|
|
}
|
|
|
|
rw_pic = frontskytex;
|
|
rw_offset = 0;
|
|
|
|
frontyScale = rw_pic->Scale.Y;
|
|
dc_texturemid = skymid * frontyScale;
|
|
|
|
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
|
{ // The texture tiles nicely
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
lastskycol[x] = 0xffffffff;
|
|
}
|
|
R_DrawSkySegment (pl, (short *)pl->top, (short *)pl->bottom, swall, lwall,
|
|
frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
|
}
|
|
else
|
|
{ // The texture does not tile nicely
|
|
frontyScale *= skyscale;
|
|
frontiScale = 1 / frontyScale;
|
|
R_DrawSkyStriped (pl);
|
|
}
|
|
}
|
|
|
|
static void R_DrawSkyStriped (visplane_t *pl)
|
|
{
|
|
short drawheight = short(frontskytex->GetHeight() * frontyScale);
|
|
double topfrac;
|
|
double iscale = frontiScale;
|
|
short top[MAXWIDTH], bot[MAXWIDTH];
|
|
short yl, yh;
|
|
int x;
|
|
|
|
topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
|
|
if (topfrac < 0) topfrac += frontskytex->GetHeight();
|
|
yl = 0;
|
|
yh = short((frontskytex->GetHeight() - topfrac) * frontyScale);
|
|
dc_texturemid = topfrac - iscale * (1 - CenterY);
|
|
|
|
while (yl < viewheight)
|
|
{
|
|
for (x = pl->left; x < pl->right; ++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;
|
|
}
|
|
R_DrawSkySegment (pl, top, bot, swall, lwall, rw_pic->Scale.Y,
|
|
backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
|
yl = yh;
|
|
yh += drawheight;
|
|
dc_texturemid = iscale * (centery-yl-1);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawPlanes
|
|
//
|
|
// At the end of each frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
int R_DrawPlanes ()
|
|
{
|
|
visplane_t *pl;
|
|
int i;
|
|
int vpcount = 0;
|
|
|
|
ds_color = 3;
|
|
|
|
for (i = 0; i < MAXVISPLANES; i++)
|
|
{
|
|
for (pl = visplanes[i]; pl; pl = pl->next)
|
|
{
|
|
// kg3D - draw only correct planes
|
|
if(pl->CurrentPortalUniq != CurrentPortalUniq || pl->CurrentSkybox != CurrentSkybox)
|
|
continue;
|
|
// kg3D - draw only real planes now
|
|
if(pl->sky >= 0) {
|
|
vpcount++;
|
|
R_DrawSinglePlane (pl, OPAQUE, false, false);
|
|
}
|
|
}
|
|
}
|
|
return vpcount;
|
|
}
|
|
|
|
// kg3D - draw all visplanes with "height"
|
|
void R_DrawHeightPlanes(double height)
|
|
{
|
|
visplane_t *pl;
|
|
int i;
|
|
|
|
ds_color = 3;
|
|
|
|
DVector3 oViewPos = ViewPos;
|
|
DAngle oViewAngle = ViewAngle;
|
|
|
|
for (i = 0; i < MAXVISPLANES; i++)
|
|
{
|
|
for (pl = visplanes[i]; pl; pl = pl->next)
|
|
{
|
|
// kg3D - draw only correct planes
|
|
if(pl->CurrentSkybox != CurrentSkybox || pl->CurrentPortalUniq != CurrentPortalUniq)
|
|
continue;
|
|
if(pl->sky < 0 && pl->height.Zat0() == height) {
|
|
ViewPos = pl->viewpos;
|
|
ViewAngle = pl->viewangle;
|
|
MirrorFlags = pl->MirrorFlags;
|
|
R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, pl->Additive, true);
|
|
}
|
|
}
|
|
}
|
|
ViewPos = oViewPos;
|
|
ViewAngle = oViewAngle;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawSinglePlane
|
|
//
|
|
// Draws a single visplane.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
|
|
{
|
|
if (pl->left >= pl->right)
|
|
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, true);
|
|
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!masked && !additive)
|
|
{ // 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);
|
|
double xscale = pl->xform.xScale * tex->Scale.X;
|
|
double yscale = pl->xform.yScale * tex->Scale.Y;
|
|
R_SetSpanSource(tex);
|
|
|
|
basecolormap = pl->colormap;
|
|
planeshade = LIGHT2SHADE(pl->lightlevel);
|
|
|
|
if (r_drawflat || (!pl->height.isSlope() && !tilt))
|
|
{
|
|
R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
|
|
}
|
|
else
|
|
{
|
|
R_DrawTiltedPlane(pl, xscale, yscale, alpha, additive, masked);
|
|
}
|
|
}
|
|
NetUpdate ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawPortals
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
static int numskyboxes;
|
|
|
|
void R_DrawPortals ()
|
|
{
|
|
static TArray<size_t> interestingStack;
|
|
static TArray<ptrdiff_t> drawsegStack;
|
|
static TArray<ptrdiff_t> visspriteStack;
|
|
static TArray<DVector3> viewposStack;
|
|
static TArray<visplane_t *> visplaneStack;
|
|
|
|
numskyboxes = 0;
|
|
|
|
if (visplanes[MAXVISPLANES] == NULL)
|
|
return;
|
|
|
|
R_3D_EnterSkybox();
|
|
CurrentPortalInSkybox = true;
|
|
|
|
int savedextralight = extralight;
|
|
DVector3 savedpos = ViewPos;
|
|
DAngle savedangle = ViewAngle;
|
|
ptrdiff_t savedvissprite_p = vissprite_p - vissprites;
|
|
ptrdiff_t savedds_p = ds_p - drawsegs;
|
|
ptrdiff_t savedlastopening = lastopening;
|
|
size_t savedinteresting = FirstInterestingDrawseg;
|
|
double 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->right < pl->left || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES || pl->portal == NULL)
|
|
{
|
|
R_DrawSinglePlane (pl, OPAQUE, false, false);
|
|
*freehead = pl;
|
|
freehead = &pl->next;
|
|
continue;
|
|
}
|
|
|
|
numskyboxes++;
|
|
|
|
FSectorPortal *port = pl->portal;
|
|
switch (port->mType)
|
|
{
|
|
case PORTS_SKYVIEWPOINT:
|
|
{
|
|
// Don't let gun flashes brighten the sky box
|
|
AActor *sky = port->mSkybox;
|
|
extralight = 0;
|
|
R_SetVisibility(sky->args[0] * 0.25f);
|
|
|
|
ViewPos = sky->InterpolatedPosition(r_TicFracF);
|
|
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
|
|
|
|
R_CopyStackedViewParameters();
|
|
break;
|
|
}
|
|
|
|
case PORTS_STACKEDSECTORTHING:
|
|
case PORTS_PORTAL:
|
|
case PORTS_LINKEDPORTAL:
|
|
extralight = pl->extralight;
|
|
R_SetVisibility (pl->visibility);
|
|
ViewPos.X = pl->viewpos.X + port->mDisplacement.X;
|
|
ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y;
|
|
ViewPos.Z = pl->viewpos.Z;
|
|
ViewAngle = pl->viewangle;
|
|
break;
|
|
|
|
case PORTS_HORIZON:
|
|
case PORTS_PLANE:
|
|
// not implemented yet
|
|
|
|
default:
|
|
R_DrawSinglePlane(pl, OPAQUE, false, false);
|
|
*freehead = pl;
|
|
freehead = &pl->next;
|
|
numskyboxes--;
|
|
continue;
|
|
}
|
|
|
|
port->mFlags |= PORTSF_INSKYBOX;
|
|
if (port->mPartner > 0) level.sectorPortals[port->mPartner].mFlags |= PORTSF_INSKYBOX;
|
|
camera = NULL;
|
|
viewsector = port->mDestination;
|
|
assert(viewsector != NULL);
|
|
R_SetViewAngle ();
|
|
validcount++; // Make sure we see all sprites
|
|
|
|
R_ClearPlanes (false);
|
|
R_ClearClipSegs (pl->left, pl->right);
|
|
WindowLeft = pl->left;
|
|
WindowRight = pl->right;
|
|
|
|
for (i = pl->left; i < pl->right; 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 ();
|
|
ds_p->CurrentPortalUniq = CurrentPortalUniq;
|
|
ds_p->siz1 = INT_MAX;
|
|
ds_p->siz2 = INT_MAX;
|
|
ds_p->sz1 = 0;
|
|
ds_p->sz2 = 0;
|
|
ds_p->x1 = pl->left;
|
|
ds_p->x2 = pl->right;
|
|
ds_p->silhouette = SIL_BOTH;
|
|
ds_p->sprbottomclip = R_NewOpening (pl->right - pl->left);
|
|
ds_p->sprtopclip = R_NewOpening (pl->right - pl->left);
|
|
ds_p->maskedtexturecol = ds_p->swall = -1;
|
|
ds_p->bFogBoundary = false;
|
|
ds_p->curline = NULL;
|
|
ds_p->fake = 0;
|
|
memcpy (openings + ds_p->sprbottomclip, floorclip + pl->left, (pl->right - pl->left)*sizeof(short));
|
|
memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left)*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);
|
|
viewposStack.Push(ViewPos);
|
|
visplaneStack.Push (pl);
|
|
|
|
InSubsector = NULL;
|
|
R_RenderBSPNode (nodes + numnodes - 1);
|
|
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
|
R_DrawPlanes ();
|
|
|
|
port->mFlags &= ~PORTSF_INSKYBOX;
|
|
if (port->mPartner > 0) level.sectorPortals[port->mPartner].mFlags &= ~PORTSF_INSKYBOX;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// Masked textures and planes need the view coordinates restored for proper positioning.
|
|
viewposStack.Pop(ViewPos);
|
|
|
|
R_DrawMasked ();
|
|
|
|
ds_p = firstdrawseg;
|
|
vissprite_p = firstvissprite;
|
|
|
|
visplaneStack.Pop (pl);
|
|
if (pl->Alpha > 0 && pl->picnum != skyflatnum)
|
|
{
|
|
R_DrawSinglePlane (pl, pl->Alpha, pl->Additive, true);
|
|
}
|
|
*freehead = pl;
|
|
freehead = &pl->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;
|
|
ViewPos = savedpos;
|
|
R_SetVisibility(savedvisibility);
|
|
extralight = savedextralight;
|
|
ViewAngle = savedangle;
|
|
R_SetViewAngle ();
|
|
|
|
CurrentPortalInSkybox = false;
|
|
R_3D_LeaveSkybox();
|
|
|
|
if(fakeActive) return;
|
|
|
|
for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; )
|
|
freehead = &(*freehead)->next;
|
|
}
|
|
|
|
ADD_STAT(skyboxes)
|
|
{
|
|
FString out;
|
|
out.Format ("%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.BAMs();
|
|
|
|
if (pl->picnum == skyflatnum)
|
|
{
|
|
if (!(pl->sky & PL_SKYFLAT))
|
|
{ // use sky1
|
|
sky1:
|
|
frontskytex = TexMan(sky1tex, true);
|
|
if (level.flags & LEVEL_DOUBLESKY)
|
|
backskytex = TexMan(sky2tex, true);
|
|
else
|
|
backskytex = NULL;
|
|
skyflip = 0;
|
|
frontdpos = sky1pos;
|
|
backdpos = sky2pos;
|
|
frontcyl = sky1cyl;
|
|
backcyl = sky2cyl;
|
|
}
|
|
else if (pl->sky == PL_SKYFLAT)
|
|
{ // use sky2
|
|
frontskytex = TexMan(sky2tex, true);
|
|
backskytex = NULL;
|
|
frontcyl = sky2cyl;
|
|
skyflip = 0;
|
|
frontdpos = sky2pos;
|
|
}
|
|
else
|
|
{ // MBF's linedef-controlled skies
|
|
// Sky Linedef
|
|
const line_t *l = &level.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), true);
|
|
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 += FLOAT2FIXED(s->GetTextureXOffset(pos));
|
|
|
|
// Vertical offset allows careful sky positioning.
|
|
skymid = s->GetTextureYOffset(pos) - 28;
|
|
|
|
// 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;
|
|
|
|
int frontxscale = int(frontskytex->Scale.X * 1024);
|
|
frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
|
|
if (skystretch)
|
|
{
|
|
skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
|
|
}
|
|
}
|
|
}
|
|
frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
|
|
if (backskytex != NULL)
|
|
{
|
|
backpos = int(fmod(backdpos, sky2cyl * 65536.0));
|
|
}
|
|
|
|
bool fakefixed = false;
|
|
if (fixedcolormap)
|
|
{
|
|
R_SetColorMapLight(fixedcolormap, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
fakefixed = true;
|
|
fixedcolormap = NormalLight.Maps;
|
|
R_SetColorMapLight(fixedcolormap, 0, 0);
|
|
}
|
|
|
|
R_DrawSky (pl);
|
|
|
|
if (fakefixed)
|
|
fixedcolormap = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawNormalPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
|
|
{
|
|
if (alpha <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
|
|
double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
|
|
double x;
|
|
|
|
xscale = xs_ToFixed(32 - ds_xbits, _xscale);
|
|
yscale = xs_ToFixed(32 - ds_ybits, _yscale);
|
|
if (planeang != 0)
|
|
{
|
|
double cosine = cos(planeang), sine = sin(planeang);
|
|
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
|
|
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
|
|
}
|
|
else
|
|
{
|
|
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X);
|
|
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.Y);
|
|
}
|
|
|
|
pviewx = FixedMul (xscale, pviewx);
|
|
pviewy = FixedMul (yscale, pviewy);
|
|
|
|
// left to right mapping
|
|
planeang += (ViewAngle - 90).Radians();
|
|
|
|
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
|
|
xstep = cos(planeang) / FocalLengthX;
|
|
ystep = -sin(planeang) / FocalLengthX;
|
|
|
|
// [RH] flip for mirrors
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
xstep = -xstep;
|
|
ystep = -ystep;
|
|
}
|
|
|
|
planeang += M_PI/2;
|
|
double cosine = cos(planeang), sine = -sin(planeang);
|
|
x = pl->right - centerx - 0.5;
|
|
rightxfrac = _xscale * (cosine + x * xstep);
|
|
rightyfrac = _yscale * (sine + x * ystep);
|
|
x = pl->left - centerx - 0.5;
|
|
leftxfrac = _xscale * (cosine + x * xstep);
|
|
leftyfrac = _yscale * (sine + x * ystep);
|
|
|
|
basexfrac = rightxfrac;
|
|
baseyfrac = rightyfrac;
|
|
xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left);
|
|
ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left);
|
|
|
|
planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
|
|
|
|
GlobVis = r_FloorVisibility / planeheight;
|
|
ds_light = 0;
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
|
plane_shade = false;
|
|
}
|
|
else if (fixedcolormap)
|
|
{
|
|
R_SetDSColorMapLight(fixedcolormap, 0, 0);
|
|
plane_shade = false;
|
|
}
|
|
else
|
|
{
|
|
plane_shade = true;
|
|
}
|
|
|
|
if (spanfunc != R_FillSpan)
|
|
{
|
|
if (masked)
|
|
{
|
|
if (alpha < OPAQUE || additive)
|
|
{
|
|
if (!additive)
|
|
{
|
|
spanfunc = R_DrawSpanMaskedTranslucent;
|
|
dc_srcblend = Col2RGB8[alpha>>10];
|
|
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpanMaskedAddClamp;
|
|
dc_srcblend = Col2RGB8_LessPrecision[alpha>>10];
|
|
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT>>10];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpanMasked;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (alpha < OPAQUE || additive)
|
|
{
|
|
if (!additive)
|
|
{
|
|
spanfunc = R_DrawSpanTranslucent;
|
|
dc_srcblend = Col2RGB8[alpha>>10];
|
|
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpanAddClamp;
|
|
dc_srcblend = Col2RGB8_LessPrecision[alpha>>10];
|
|
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT>>10];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spanfunc = R_DrawSpan;
|
|
}
|
|
}
|
|
}
|
|
R_MapVisPlane (pl, R_MapPlane);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawTiltedPlane
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, 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, planeang, cosine, sine;
|
|
double zeroheight;
|
|
|
|
if (alpha <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
lxscale = _xscale * ifloatpow2[ds_xbits];
|
|
lyscale = _yscale * ifloatpow2[ds_ybits];
|
|
xscale = 64.f / lxscale;
|
|
yscale = 64.f / lyscale;
|
|
zeroheight = pl->height.ZatPoint(ViewPos);
|
|
|
|
pviewx = xs_ToFixed(32 - ds_xbits, pl->xform.xOffs * pl->xform.xScale);
|
|
pviewy = xs_ToFixed(32 - ds_ybits, pl->xform.yOffs * pl->xform.yScale);
|
|
planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
|
|
|
|
// 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 = M_PI*3/2 - ViewAngle.Radians();
|
|
cosine = cos(ang), sine = sin(ang);
|
|
p[0] = ViewPos.X * cosine - ViewPos.Y * sine;
|
|
p[2] = ViewPos.X * sine + ViewPos.Y * cosine;
|
|
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
|
|
|
|
// m is the v direction vector in view space
|
|
ang = ang - M_PI / 2 - planeang;
|
|
cosine = cos(ang), sine = sin(ang);
|
|
m[0] = yscale * cosine;
|
|
m[2] = yscale * sine;
|
|
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
|
|
// VectorScale2 (m, 64.f/VectorLength(m));
|
|
|
|
// n is the u direction vector in view space
|
|
#if 0
|
|
//let's use the sin/cosine we already know instead of computing new ones
|
|
ang += M_PI/2
|
|
n[0] = -xscale * cos(ang);
|
|
n[2] = -xscale * sin(ang);
|
|
#else
|
|
n[0] = xscale * sine;
|
|
n[2] = -xscale * cosine;
|
|
#endif
|
|
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (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.
|
|
cosine = cos(planeang), sine = sin(planeang);
|
|
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
|
|
n[1] = -(pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight);
|
|
|
|
plane_su = p ^ m;
|
|
plane_sv = p ^ n;
|
|
plane_sz = m ^ n;
|
|
|
|
plane_su.Z *= FocalLengthX;
|
|
plane_sv.Z *= FocalLengthX;
|
|
plane_sz.Z *= FocalLengthX;
|
|
|
|
plane_su.Y *= IYaspectMul;
|
|
plane_sv.Y *= IYaspectMul;
|
|
plane_sz.Y *= IYaspectMul;
|
|
|
|
// 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) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
|
|
|
|
if (pl->height.fC() > 0)
|
|
planelightfloat = -planelightfloat;
|
|
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
|
plane_shade = false;
|
|
}
|
|
else if (fixedcolormap)
|
|
{
|
|
R_SetDSColorMapLight(fixedcolormap, 0, 0);
|
|
plane_shade = false;
|
|
}
|
|
else
|
|
{
|
|
R_SetDSColorMapLight(basecolormap, 0, 0);
|
|
plane_shade = true;
|
|
}
|
|
|
|
// Hack in support for 1 x Z and Z x 1 texture sizes
|
|
if (ds_ybits == 0)
|
|
{
|
|
plane_sv[2] = plane_sv[1] = plane_sv[0] = 0;
|
|
}
|
|
if (ds_xbits == 0)
|
|
{
|
|
plane_su[2] = plane_su[1] = plane_su[0] = 0;
|
|
}
|
|
|
|
R_MapVisPlane (pl, R_MapTiltedPlane);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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->right - 1;
|
|
int t2 = pl->top[x];
|
|
int b2 = pl->bottom[x];
|
|
|
|
if (b2 > t2)
|
|
{
|
|
fillshort (spanend+t2, b2-t2, x);
|
|
}
|
|
|
|
for (--x; x >= pl->left; --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->left);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
|
|
}
|