qzdoom/src/r_plane.cpp
Christoph Oelckers cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00

1788 lines
45 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Here is a core component: drawing the floors and ceilings,
// while maintaining a per column clipping list only.
// Moreover, the sky areas have to be determined.
//
// MAXVISPLANES is no longer a limit on the number of visplanes,
// but a limit on the number of hash slots; larger numbers mean
// better performance usually but after a point they are wasted,
// and memory and time overheads creep in.
//
// Lee Killough
//
// [RH] Further modified to significantly increase accuracy and add slopes.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_local.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
CVAR(Bool, tilt, false, 0);
CVAR(Bool, r_skyboxes, true, 0)
EXTERN_CVAR(Int, r_skymode)
namespace swrenderer
{
using namespace drawerargs;
extern subsector_t *InSubsector;
static void R_DrawSkyStriped (visplane_t *pl);
planefunction_t floorfunc;
planefunction_t ceilingfunc;
// Here comes the obnoxious "visplane".
#define MAXVISPLANES 128 /* must be a power of 2 */
// Avoid infinite recursion with stacked sectors by limiting them.
#define MAX_SKYBOX_PLANES 1000
// [RH] Allocate one extra for sky box planes.
static visplane_t *visplanes[MAXVISPLANES+1]; // killough
static visplane_t *freetail; // killough
static visplane_t **freehead = &freetail; // killough
visplane_t *floorplane;
visplane_t *ceilingplane;
// killough -- hash function for visplanes
// Empirically verified to be fairly uniform:
#define visplane_hash(picnum,lightlevel,height) \
((unsigned)((picnum)*3+(lightlevel)+(FLOAT2FIXED((height).fD()))*7) & (MAXVISPLANES-1))
// These are copies of the main parameters used when drawing stacked sectors.
// When you change the main parameters, you should copy them here too *unless*
// you are changing them to draw a stacked sector. Otherwise, stacked sectors
// won't draw in skyboxes properly.
int stacked_extralight;
double stacked_visibility;
DVector3 stacked_viewpos;
DAngle stacked_angle;
//
// opening
//
size_t maxopenings;
short *openings;
ptrdiff_t lastopening;
//
// Clip values are the solid pixel bounding the range.
// floorclip starts out SCREENHEIGHT and is just outside the range
// ceilingclip starts out 0 and is just inside the range
//
short floorclip[MAXWIDTH];
short ceilingclip[MAXWIDTH];
//
// texture mapping
//
static double planeheight;
extern "C" {
//
// spanend holds the end of a plane span in each screen row
//
short spanend[MAXHEIGHT];
int planeshade;
FVector3 plane_sz, plane_su, plane_sv;
float planelightfloat;
bool plane_shade;
fixed_t pviewx, pviewy;
}
float yslope[MAXHEIGHT];
static fixed_t xscale, yscale;
static double xstepscale, ystepscale;
static double basexfrac, baseyfrac;
void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool additive, bool masked);
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));
//==========================================================================
//
// R_InitPlanes
//
// Called at game startup.
//
//==========================================================================
void R_InitPlanes ()
{
}
//==========================================================================
//
// R_DeinitPlanes
//
//==========================================================================
void R_DeinitPlanes ()
{
fakeActive = 0;
// do not use R_ClearPlanes because at this point the screen pointer is no longer valid.
for (int i = 0; i <= MAXVISPLANES; i++) // new code -- killough
{
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
{
freehead = &(*freehead)->next;
}
}
for (visplane_t *pl = freetail; pl != NULL; )
{
visplane_t *next = pl->next;
free (pl);
pl = next;
}
}
//==========================================================================
//
// R_MapPlane
//
// Globals used: planeheight, ds_source, basexscale, baseyscale,
// pviewx, pviewy, xoffs, yoffs, basecolormap, xscale, yscale.
//
//==========================================================================
void R_MapPlane (int y, int x1)
{
int x2 = spanend[y];
double distance;
#ifdef RANGECHECK
if (x2 < x1 || x1<0 || x2>=viewwidth || (unsigned)y>=(unsigned)viewheight)
{
I_FatalError ("R_MapPlane: %i, %i at %i", x1, x2, y);
}
#endif
// [RH] Notice that I dumped the caching scheme used by Doom.
// It did not offer any appreciable speedup.
distance = planeheight * yslope[y];
if (ds_xbits != 0)
{
ds_xstep = xs_ToFixed(32 - ds_xbits, distance * xstepscale);
ds_xfrac = xs_ToFixed(32 - ds_xbits, distance * basexfrac) + pviewx;
}
else
{
ds_xstep = 0;
ds_xfrac = 0;
}
if (ds_ybits != 0)
{
ds_ystep = xs_ToFixed(32 - ds_ybits, distance * ystepscale);
ds_yfrac = xs_ToFixed(32 - ds_ybits, distance * baseyfrac) + pviewy;
}
else
{
ds_ystep = 0;
ds_yfrac = 0;
}
if (plane_shade)
{
// Determine lighting based on the span's distance from the viewer.
R_SetDSColorMapLight(basecolormap, GlobVis * fabs(CenterY - y), planeshade);
}
ds_y = y;
ds_x1 = x1;
ds_x2 = x2;
spanfunc ();
}
//==========================================================================
//
// R_MapTiltedPlane
//
//==========================================================================
void R_MapTiltedPlane (int y, int x1)
{
R_DrawTiltedSpan(y, x1, spanend[y], plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
}
//==========================================================================
//
// R_MapColoredPlane
//
//==========================================================================
void R_MapColoredPlane(int y, int x1)
{
R_DrawColoredSpan(y, x1, spanend[y]);
}
//==========================================================================
//
// R_ClearPlanes
//
// Called at the beginning of each frame.
//
//==========================================================================
void R_ClearPlanes (bool fullclear)
{
int i;
// Don't clear fake planes if not doing a full clear.
if (!fullclear)
{
for (i = 0; i <= MAXVISPLANES-1; i++) // new code -- killough
{
for (visplane_t **probe = &visplanes[i]; *probe != NULL; )
{
if ((*probe)->sky < 0)
{ // fake: move past it
probe = &(*probe)->next;
}
else
{ // not fake: move to freelist
visplane_t *vis = *probe;
*freehead = vis;
*probe = vis->next;
vis->next = NULL;
freehead = &vis->next;
}
}
}
}
else
{
for (i = 0; i <= MAXVISPLANES; i++) // new code -- killough
{
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
{
freehead = &(*freehead)->next;
}
}
// opening / clipping determination
fillshort (floorclip, viewwidth, viewheight);
// [RH] clip ceiling to console bottom
fillshort (ceilingclip, viewwidth,
!screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas
? (ConBottom - viewwindowy) : 0);
lastopening = 0;
}
}
//==========================================================================
//
// new_visplane
//
// New function, by Lee Killough
// [RH] top and bottom buffers get allocated immediately after the visplane.
//
//==========================================================================
static visplane_t *new_visplane (unsigned hash)
{
visplane_t *check = freetail;
if (check == NULL)
{
check = (visplane_t *)M_Malloc (sizeof(*check) + 3 + sizeof(*check->top)*(MAXWIDTH*2));
memset(check, 0, sizeof(*check) + 3 + sizeof(*check->top)*(MAXWIDTH*2));
check->bottom = check->top + MAXWIDTH+2;
}
else if (NULL == (freetail = freetail->next))
{
freehead = &freetail;
}
check->next = visplanes[hash];
visplanes[hash] = check;
return check;
}
//==========================================================================
//
// R_FindPlane
//
// killough 2/28/98: Add offsets
//==========================================================================
visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive,
const FTransform &xxform,
int sky, FSectorPortal *portal)
{
secplane_t plane;
visplane_t *check;
unsigned hash; // killough
bool isskybox;
const FTransform *xform = &xxform;
fixed_t alpha = FLOAT2FIXED(Alpha);
//angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
FTransform nulltransform;
if (picnum == skyflatnum) // killough 10/98
{ // most skies map together
lightlevel = 0;
xform = &nulltransform;
nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
nulltransform.xScale = nulltransform.yScale = 1;
nulltransform.Angle = nulltransform.baseAngle = 0.0;
additive = false;
// [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.set(0., 0., height.fC(), 0.);
isskybox = portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX);
}
else if (portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX))
{
plane = height;
isskybox = true;
}
else
{
plane = height;
isskybox = false;
// kg3D - hack, store alpha in sky
// i know there is ->alpha, but this also allows to identify fake plane
// and ->alpha is for stacked sectors
if (fake3D & (FAKE3D_FAKEFLOOR|FAKE3D_FAKECEILING)) sky = 0x80000000 | fakeAlpha;
else sky = 0; // not skyflatnum so it can't be a sky
portal = NULL;
alpha = OPAQUE;
}
// 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 (portal == check->portal && plane == check->height)
{
if (portal->mType != PORTS_SKYVIEWPOINT)
{ // This skybox is really a stacked sector, so we need to
// check even more.
if (check->extralight == stacked_extralight &&
check->visibility == stacked_visibility &&
check->viewpos == stacked_viewpos &&
(
// headache inducing logic... :(
(portal->mType != PORTS_STACKEDSECTORTHING) ||
(
check->Alpha == alpha &&
check->Additive == additive &&
(alpha == 0 || // if alpha is > 0 everything needs to be checked
(plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform
)
) &&
check->viewangle == stacked_angle
)
)
)
{
return check;
}
}
else
{
return check;
}
}
}
else
if (plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform &&
sky == check->sky &&
CurrentPortalUniq == check->CurrentPortalUniq &&
MirrorFlags == check->MirrorFlags &&
CurrentSkybox == check->CurrentSkybox &&
ViewPos == check->viewpos
)
{
return check;
}
}
check = new_visplane (hash); // killough
check->height = plane;
check->picnum = picnum;
check->lightlevel = lightlevel;
check->xform = *xform;
check->colormap = basecolormap; // [RH] Save colormap
check->sky = sky;
check->portal = portal;
check->left = viewwidth; // Was SCREENWIDTH -- killough 11/98
check->right = 0;
check->extralight = stacked_extralight;
check->visibility = stacked_visibility;
check->viewpos = stacked_viewpos;
check->viewangle = stacked_angle;
check->Alpha = alpha;
check->Additive = additive;
check->CurrentPortalUniq = CurrentPortalUniq;
check->MirrorFlags = MirrorFlags;
check->CurrentSkybox = CurrentSkybox;
fillshort (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->left)
{
intrl = pl->left;
unionl = start;
}
else
{
unionl = pl->left;
intrl = start;
}
if (stop > pl->right)
{
intrh = pl->right;
unionh = stop;
}
else
{
unionh = pl->right;
intrh = stop;
}
for (x = intrl; x < intrh && pl->top[x] == 0x7fff; x++)
;
if (x >= intrh)
{
// use the same visplane
pl->left = unionl;
pl->right = unionh;
}
else
{
// make a new visplane
unsigned hash;
if (pl->portal != NULL && !(pl->portal->mFlags & PORTSF_INSKYBOX) && 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->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)
{
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
ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(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) 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) 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;
}
}