qzdoom/src/r_segs.cpp
Christoph Oelckers 1d2ae53ecb Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
This reverts commit dd03bb1fcb.

Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
2017-01-28 18:26:52 +01:00

2410 lines
65 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.
//
// DESCRIPTION:
// All the clipping: columns, horizontal spans, sky columns.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_local.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.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 "r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#define WALLYREPEAT 8
CVAR(Bool, r_fogboundary, true, 0)
CVAR(Bool, r_drawmirrors, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
using namespace drawerargs;
void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask);
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat);
#define HEIGHTBITS 12
#define HEIGHTSHIFT (FRACBITS-HEIGHTBITS)
extern double globaluclip, globaldclip;
PortalDrawseg* CurrentPortal = NULL;
int CurrentPortalUniq = 0;
bool CurrentPortalInSkybox = false;
// OPTIMIZE: closed two sided lines as single sided
// killough 1/6/98: replaced globals with statics where appropriate
static bool segtextured; // True if any of the segs textures might be visible.
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int wallshade;
short walltop[MAXWIDTH]; // [RH] record max extents of wall
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
float swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
double lwallscale;
//
// regular wall
//
extern double rw_backcz1, rw_backcz2;
extern double rw_backfz1, rw_backfz2;
extern double rw_frontcz1, rw_frontcz2;
extern double rw_frontfz1, rw_frontfz2;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light; // [RH] Scale lights with viewsize adjustments
float rw_lightstep;
float rw_lightleft;
static double rw_frontlowertop;
static int rw_x;
static int rw_stopx;
fixed_t rw_offset;
static double rw_scalestep;
static double rw_midtexturemid;
static double rw_toptexturemid;
static double rw_bottomtexturemid;
static double rw_midtexturescalex;
static double rw_midtexturescaley;
static double rw_toptexturescalex;
static double rw_toptexturescaley;
static double rw_bottomtexturescalex;
static double rw_bottomtexturescaley;
FTexture *rw_pic;
static fixed_t *maskedtexturecol;
static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
inline bool IsFogBoundary (sector_t *front, sector_t *back)
{
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
}
//
// R_RenderMaskedSegRange
//
float *MaskedSWall;
float MaskedScaleY;
static void BlastMaskedColumn (FTexture *tex, bool useRt)
{
// calculate lighting
if (fixedcolormap == NULL && fixedlightlev < 0)
{
R_SetColorMapLight(basecolormap, rw_light, wallshade);
}
dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
sprtopscreen = CenterY - dc_texturemid * spryscale;
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
R_DrawMaskedColumn(tex, maskedtexturecol[dc_x], useRt);
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void ClipMidtex(int x1, int x2)
{
short most[MAXWIDTH];
R_CreateWallSegmentYSloped(most, curline->frontsector->ceilingplane, &WallC);
for (int i = x1; i < x2; ++i)
{
if (wallupper[i] < most[i])
wallupper[i] = most[i];
}
R_CreateWallSegmentYSloped(most, curline->frontsector->floorplane, &WallC);
for (int i = x1; i < x2; ++i)
{
if (walllower[i] > most[i])
walllower[i] = most[i];
}
}
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
double texheight, texheightscale;
bool notrelevant = false;
double rowoffset;
bool wrap = false;
const sector_t *sec;
sprflipvert = false;
curline = ds->curline;
// killough 4/11/98: draw translucent 2s normal textures
// [RH] modified because we don't use user-definable translucency maps
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
(float)MIN(curline->linedef->alpha, 1.), 0, 0);
if ((drawmode == DontDraw && !ds->bFogBoundary && !ds->bFakeBoundary))
{
return;
}
NetUpdate ();
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
if (fixedlightlev < 0)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
}
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary (x1, x2, mceilingclip, mfloorclip);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
}
}
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || drawmode == DontDraw)
{
goto clearfog;
}
MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yscale;
maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
// find positioning
texheight = tex->GetScaledHeightDouble();
texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
if (texheightscale != 1)
{
texheight = texheight / texheightscale;
}
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
dc_texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
}
else
{
dc_texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
if (!wrap)
{ // Texture does not wrap vertically.
double textop;
if (MaskedScaleY < 0)
{
MaskedScaleY = -MaskedScaleY;
sprflipvert = true;
}
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid += rowoffset - ViewPos.Z;
textop = dc_texturemid;
dc_texturemid *= MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = dc_texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
dc_texturemid = (dc_texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
}
if (sprflipvert)
{
MaskedScaleY = -MaskedScaleY;
dc_texturemid -= tex->GetHeight() << FRACBITS;
}
// [RH] Don't bother drawing segs that are completely offscreen
if (globaldclip * ds->sz1 < -textop && globaldclip * ds->sz2 < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
}
if (globaluclip * ds->sz1 > texheight - textop && globaluclip * ds->sz2 > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPBOTTOM) && textop < sclipBottom - ViewPos.Z)
{
notrelevant = true;
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight > sclipTop - ViewPos.Z)
{
notrelevant = true;
goto clearfog;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
R_CreateWallSegmentY(wallupper, textop < sclipTop - ViewPos.Z ? textop : sclipTop - ViewPos.Z, &WallC);
}
else
{
R_CreateWallSegmentY(wallupper, textop, &WallC);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
R_CreateWallSegmentY(walllower, textop - texheight > sclipBottom - ViewPos.Z ? textop - texheight : sclipBottom - ViewPos.Z, &WallC);
}
else
{
R_CreateWallSegmentY(walllower, textop - texheight, &WallC);
}
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
mfloorclip = walllower;
mceilingclip = wallupper;
// draw the columns one at a time
if (drawmode == DoDraw0)
{
for (dc_x = x1; dc_x < x2; ++dc_x)
{
BlastMaskedColumn (tex, false);
}
}
else
{
// [RH] Draw up to four columns at once
int stop = x2 & ~3;
if (x1 >= x2)
goto clearfog;
dc_x = x1;
while ((dc_x < stop) && (dc_x & 3))
{
BlastMaskedColumn (tex, false);
dc_x++;
}
while (dc_x < stop)
{
rt_initcols(nullptr);
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true);
rt_draw4cols (dc_x - 3);
dc_x++;
}
while (dc_x < x2)
{
BlastMaskedColumn (tex, false);
dc_x++;
}
}
}
else
{ // Texture does wrap vertically.
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = (dc_texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid = (dc_texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
if (fake3D & FAKE3D_CLIPTOP)
{
R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
mceilingclip = wallupper;
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
}
rw_offset = 0;
rw_pic = tex;
R_DrawDrawSeg(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale);
}
clearfog:
R_FinishSetPatchStyle ();
if (ds->bFakeBoundary & 3)
{
R_RenderFakeWallRange(ds, x1, x2);
}
if (!notrelevant)
{
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (!wrap)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2 - ds->x1) * 2);
}
}
else
{
fillshort(openings + ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
}
}
return;
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
{
int i;
double xscale;
double yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
if(drawmode == DontDraw) {
R_FinishSetPatchStyle();
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
// find positioning
side_t *scaledside;
side_t::ETexpart scaledpart;
if (rover->flags & FF_UPPERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::top;
}
else if (rover->flags & FF_LOWERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::bottom;
}
else
{
scaledside = rover->master->sidedef[0];
scaledpart = side_t::mid;
}
xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight();
}
dc_texturemid = (planez - ViewPos.Z) * yscale;
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = dc_texturemid + rowoffset * yscale;
rw_offset = xs_RoundToInt(rw_offset * xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid += rowoffset;
}
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
WallC.tleft.X = ds->cx;
WallC.tleft.Y = ds->cy;
WallC.tright.X = ds->cx + ds->cdx;
WallC.tright.Y = ds->cy + ds->cdy;
WallT = ds->tmapvals;
R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
R_DrawDrawSeg(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale);
R_FinishSetPatchStyle();
}
// kg3D - walls of fake floors
void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i,j;
F3DFloor *rover, *fover = NULL;
int passed, last;
double floorHeight;
double ceilingHeight;
sprflipvert = false;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == NULL)
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorHeight = backsector->CenterFloor();
ceilingHeight = backsector->CenterCeiling();
// maybe fix clipheights
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorHeight;
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingHeight;
// maybe not visible
if (sclipBottom >= frontsector->CenterCeiling()) return;
if (sclipTop <= frontsector->CenterFloor()) return;
if (fake3D & FAKE3D_DOWN2UP)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) || rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->top.plane->Zat0() <= sclipBottom ||
rover->bottom.plane->Zat0() >= ceilingHeight ||
rover->top.plane->Zat0() <= floorHeight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->bottom.plane->Zat0() >= sclipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if(fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && j != -1)
{
fover = NULL;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else rw_pic = NULL;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->bottom.plane->Zat0() >= sclipTop ||
rover->top.plane->Zat0() <= floorHeight ||
rover->bottom.plane->Zat0() >= ceilingHeight)
{
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->top.plane->Zat0() <= sclipBottom || passed)
{ // maybe wall from inside rendering?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == NULL)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if(sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else
{
rw_pic = NULL;
}
break;
}
}
return;
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
// CALLED: CORE LOOPING ROUTINE.
//
void R_RenderSegLoop ()
{
int x1 = rw_x;
int x2 = rw_stopx;
int x;
double xscale;
double yscale;
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
// clip wall to the floor and ceiling
for (x = x1; x < x2; ++x)
{
if (walltop[x] < ceilingclip[x])
{
walltop[x] = ceilingclip[x];
}
if (wallbottom[x] > floorclip[x])
{
wallbottom[x] = floorclip[x];
}
}
// mark ceiling areas
if (markceiling)
{
for (x = x1; x < x2; ++x)
{
short top = (fakeFloor && fake3D & 2) ? fakeFloor->ceilingclip[x] : ceilingclip[x];
short bottom = MIN (walltop[x], floorclip[x]);
if (top < bottom)
{
ceilingplane->top[x] = top;
ceilingplane->bottom[x] = bottom;
}
}
}
// mark floor areas
if (markfloor)
{
for (x = x1; x < x2; ++x)
{
short top = MAX (wallbottom[x], ceilingclip[x]);
short bottom = (fakeFloor && fake3D & 1) ? fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert (bottom <= viewheight);
floorplane->top[x] = top;
floorplane->bottom[x] = bottom;
}
}
}
// kg3D - fake planes clipping
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (fake3D & FAKE3D_CLIPBOTFRONT)
{
memcpy (fakeFloor->floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
memcpy (fakeFloor->floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
if (fake3D & FAKE3D_CLIPTOPFRONT)
{
memcpy (fakeFloor->ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
memcpy (fakeFloor->ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
}
if(fake3D & 7) return;
// draw the wall tiers
if (midtexture)
{ // one sided line
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
{
dc_texturemid = rw_midtexturemid;
rw_pic = midtexture;
xscale = rw_pic->Scale.X * rw_midtexturescalex;
yscale = rw_pic->Scale.Y * rw_midtexturescaley;
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_mid * xscale);
}
else
{
rw_offset = rw_offset_mid;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
fillshort (ceilingclip+x1, x2-x1, viewheight);
fillshort (floorclip+x1, x2-x1, 0xffff);
}
else
{ // two sided line
if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null)
{ // top wall
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
if (viewactive)
{
dc_texturemid = rw_toptexturemid;
rw_pic = toptexture;
xscale = rw_pic->Scale.X * rw_toptexturescalex;
yscale = rw_pic->Scale.Y * rw_toptexturescaley;
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_top * xscale);
}
else
{
rw_offset = rw_offset_top;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false);
}
memcpy (ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
else if (markceiling)
{ // no top wall
memcpy (ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null)
{ // bottom wall
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
if (viewactive)
{
dc_texturemid = rw_bottomtexturemid;
rw_pic = bottomtexture;
xscale = rw_pic->Scale.X * rw_bottomtexturescalex;
yscale = rw_pic->Scale.Y * rw_bottomtexturescaley;
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_bottom * xscale);
}
else
{
rw_offset = rw_offset_bottom;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
memcpy (floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
else if (markfloor)
{ // no bottom wall
memcpy (floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
}
rw_offset = xoffset;
}
void R_NewWall (bool needlights)
{
double rowoffset;
double yrepeat;
rw_markportal = false;
sidedef = curline->sidedef;
linedef = curline->linedef;
// mark the segment as visible for auto map
if (!r_dontmaplines) linedef->flags |= ML_MAPPED;
midtexture = toptexture = bottomtexture = 0;
if (sidedef == linedef->sidedef[0] &&
(linedef->special == Line_Mirror && r_drawmirrors)) // [ZZ] compatibility with r_drawmirrors cvar that existed way before portals
{
markfloor = markceiling = true; // act like a one-sided wall here (todo: check how does this work with transparency)
rw_markportal = true;
}
else if (backsector == NULL)
{
// single sided line
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
// [RH] Horizon lines do not need to be textured
if (linedef->isVisualPortal())
{
rw_markportal = true;
}
else if (linedef->special != Line_Horizon)
{
midtexture = TexMan(sidedef->GetTexture(side_t::mid), true);
rw_offset_mid = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
rowoffset = sidedef->GetTextureYOffset(side_t::mid);
rw_midtexturescalex = sidedef->GetTextureXScale(side_t::mid);
rw_midtexturescaley = sidedef->GetTextureYScale(side_t::mid);
yrepeat = midtexture->Scale.Y * rw_midtexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
}
else
{ // top of texture at top
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && midtexture != NULL)
{
rowoffset += midtexture->GetHeight();
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
}
else
{ // bottom of texture at top
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
}
}
if (midtexture->bWorldPanning)
{
rw_midtexturemid += rowoffset * yrepeat;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
rw_midtexturemid += rowoffset;
}
}
}
else
{ // two-sided line
// hack to allow height changes in outdoor areas
rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
backsector->GetTexture(sector_t::ceiling) == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy (&walltop[WallC.sx1], &wallupper[WallC.sx1], (WallC.sx2 - WallC.sx1)*sizeof(walltop[0]));
rw_havehigh = false;
}
else if (rw_havelow && frontsector->ceilingplane != backsector->ceilingplane)
{ // back ceiling is above front ceiling
// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
// would otherwise occur because there is space made available for this
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
R_CreateWallSegmentYSloped (walltop, backsector->ceilingplane, &WallC);
}
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
rw_frontlowertop = backsector->GetPlaneTexZ(sector_t::ceiling);
}
if (linedef->isVisualPortal())
{
markceiling = markfloor = true;
}
else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
// closed door
markceiling = markfloor = true;
}
else
{
markfloor = rw_mustmarkfloor
|| backsector->floorplane != frontsector->floorplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|| backsector->GetAlpha(sector_t::floor) != frontsector->GetAlpha(sector_t::floor)
// killough 4/15/98: prevent 2s normals
// from bleeding through deep water
|| frontsector->heightsec
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
// [RH] Add checks for colormaps
|| backsector->ColorMap != frontsector->ColorMap
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
;
markceiling = (frontsector->GetTexture(sector_t::ceiling) != skyflatnum ||
backsector->GetTexture(sector_t::ceiling) != skyflatnum) &&
(rw_mustmarkceiling
|| backsector->ceilingplane != frontsector->ceilingplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|| backsector->GetAlpha(sector_t::ceiling) != frontsector->GetAlpha(sector_t::ceiling)
// killough 4/15/98: prevent 2s normals
// from bleeding through fake ceilings
|| (frontsector->heightsec && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetFlags(sector_t::ceiling) != frontsector->GetFlags(sector_t::ceiling)
// [RH] Add check for colormaps
|| backsector->ColorMap != frontsector->ColorMap
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
);
}
if (rw_havehigh)
{ // top texture
toptexture = TexMan(sidedef->GetTexture(side_t::top), true);
rw_offset_top = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top));
rowoffset = sidedef->GetTextureYOffset(side_t::top);
rw_toptexturescalex =sidedef->GetTextureXScale(side_t::top);
rw_toptexturescaley =sidedef->GetTextureYScale(side_t::top);
yrepeat = toptexture->Scale.Y * rw_toptexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && toptexture != NULL)
{
rowoffset += toptexture->GetHeight();
}
}
else
{ // bottom of texture at bottom
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
}
else
{ // top of texture at bottom
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
}
}
if (toptexture->bWorldPanning)
{
rw_toptexturemid += rowoffset * yrepeat;
}
else
{
rw_toptexturemid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
bottomtexture = TexMan(sidedef->GetTexture(side_t::bottom), true);
rw_offset_bottom = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::bottom));
rowoffset = sidedef->GetTextureYOffset(side_t::bottom);
rw_bottomtexturescalex = sidedef->GetTextureXScale(side_t::bottom);
rw_bottomtexturescaley = sidedef->GetTextureYScale(side_t::bottom);
yrepeat = bottomtexture->Scale.Y * rw_bottomtexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_bottomtexturemid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // top of texture at top
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && bottomtexture != NULL)
{
rowoffset += bottomtexture->GetHeight();
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_bottomtexturemid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // bottom of texture at top
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + bottomtexture->GetHeight();
}
}
if (bottomtexture->bWorldPanning)
{
rw_bottomtexturemid += rowoffset * yrepeat;
}
else
{
rw_bottomtexturemid += rowoffset;
}
}
rw_markportal = linedef->isVisualPortal();
}
// if a floor / ceiling plane is on the wrong side of the view plane,
// it is definitely invisible and doesn't need to be marked.
// killough 3/7/98: add deep water check
if (frontsector->GetHeightSec() == NULL)
{
int planeside;
planeside = frontsector->floorplane.PointOnSide(ViewPos);
if (frontsector->floorplane.fC() < 0) // 3D floors have the floor backwards
planeside = -planeside;
if (planeside <= 0) // above view plane
markfloor = false;
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
{
planeside = frontsector->ceilingplane.PointOnSide(ViewPos);
if (frontsector->ceilingplane.fC() > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
markceiling = false;
}
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL;
// calculate light table
if (needlights && (segtextured || (backsector && IsFogBoundary(frontsector, backsector))))
{
lwallscale =
midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
toptexture ? (toptexture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
bottomtexture ? (bottomtexture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
1.;
PrepWall (swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2);
if (fixedcolormap == NULL && fixedlightlev < 0)
{
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = float (GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
else
{
rw_lightleft = 1;
rw_lightstep = 0;
}
}
}
//
// R_CheckDrawSegs
//
void R_CheckDrawSegs ()
{
if (ds_p == &drawsegs[MaxDrawSegs])
{ // [RH] Grab some more drawsegs
size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs*2 : 32;
ptrdiff_t firstofs = firstdrawseg - drawsegs;
drawsegs = (drawseg_t *)M_Realloc (drawsegs, newdrawsegs * sizeof(drawseg_t));
firstdrawseg = drawsegs + firstofs;
ds_p = drawsegs + MaxDrawSegs;
MaxDrawSegs = newdrawsegs;
DPrintf (DMSG_NOTIFY, "MaxDrawSegs increased to %zu\n", MaxDrawSegs);
}
}
//
// R_CheckOpenings
//
ptrdiff_t R_NewOpening (ptrdiff_t len)
{
ptrdiff_t res = lastopening;
len = (len + 1) & ~1; // only return DWORD aligned addresses because some code stores fixed_t's and floats in openings...
lastopening += len;
if ((size_t)lastopening > maxopenings)
{
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while ((size_t)lastopening > maxopenings);
openings = (short *)M_Realloc (openings, maxopenings * sizeof(*openings));
DPrintf (DMSG_NOTIFY, "MaxOpenings increased to %zu\n", maxopenings);
}
return res;
}
//
// R_StoreWallRange
// A wall segment will be drawn between start and stop pixels (inclusive).
//
void R_StoreWallRange (int start, int stop)
{
int i;
bool maskedtexture = false;
#ifdef RANGECHECK
if (start >= viewwidth || start >= stop)
I_FatalError ("Bad R_StoreWallRange: %i to %i", start , stop);
#endif
// don't overflow and crash
R_CheckDrawSegs ();
if (!rw_prepped)
{
rw_prepped = true;
R_NewWall (true);
}
rw_offset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
ds_p->CurrentPortalUniq = CurrentPortalUniq;
ds_p->sx1 = WallC.sx1;
ds_p->sx2 = WallC.sx2;
ds_p->sz1 = WallC.sz1;
ds_p->sz2 = WallC.sz2;
ds_p->cx = WallC.tleft.X;;
ds_p->cy = WallC.tleft.Y;
ds_p->cdx = WallC.tright.X - WallC.tleft.X;
ds_p->cdy = WallC.tright.Y - WallC.tleft.Y;
ds_p->tmapvals = WallT;
ds_p->siz1 = 1 / WallC.sz1;
ds_p->siz2 = 1 / WallC.sz2;
ds_p->x1 = rw_x = start;
ds_p->x2 = stop;
ds_p->curline = curline;
rw_stopx = stop;
ds_p->bFogBoundary = false;
ds_p->bFakeBoundary = false;
if(fake3D & 7) ds_p->fake = 1;
else ds_p->fake = 0;
// killough 1/6/98, 2/1/98: remove limit on openings
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->bkup = ds_p->swall = -1;
if (rw_markportal)
{
ds_p->silhouette = SIL_BOTH;
}
else if (backsector == NULL)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
ds_p->sprbottomclip = R_NewOpening (stop - start);
fillshort (openings + ds_p->sprtopclip, stop-start, viewheight);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette = SIL_BOTH;
}
else
{
// two sided line
ds_p->silhouette = 0;
if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
backsector->floorplane.PointOnSide(ViewPos) < 0)
{
ds_p->silhouette = SIL_BOTTOM;
}
if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
backsector->ceilingplane.PointOnSide(ViewPos) < 0)
{
ds_p->silhouette |= SIL_TOP;
}
// killough 1/17/98: this test is required if the fix
// for the automap bug (r_bsp.c) is used, or else some
// sprites will be displayed behind closed doors. That
// fix prevents lines behind closed doors with dropoffs
// from being displayed on the automap.
//
// killough 4/7/98: make doorclosed external variable
{
extern int doorclosed; // killough 1/17/98, 2/8/98, 4/7/98
if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette |= SIL_BOTTOM;
}
if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{ // killough 1/17/98, 2/8/98
ds_p->sprtopclip = R_NewOpening (stop - start);
fillshort (openings + ds_p->sprtopclip, stop - start, viewheight);
ds_p->silhouette |= SIL_TOP;
}
}
if(!ds_p->fake && r_3dfloors && backsector->e && backsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = backsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
ds_p->bFakeBoundary |= 1;
break;
}
}
}
if(!ds_p->fake && r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = frontsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
ds_p->bFakeBoundary |= 2;
break;
}
}
}
// kg3D - no for fakes
if(!ds_p->fake)
// allocate space for masked texture tables, if needed
// [RH] Don't just allocate the space; fill it in too.
if ((TexMan(sidedef->GetTexture(side_t::mid), true)->UseType != FTexture::TEX_Null || ds_p->bFakeBoundary || IsFogBoundary (frontsector, backsector)) &&
(rw_ceilstat != 12 || !sidedef->GetTexture(side_t::top).isValid()) &&
(rw_floorstat != 3 || !sidedef->GetTexture(side_t::bottom).isValid()) &&
(WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z))
{
float *swal;
fixed_t *lwal;
int i;
maskedtexture = true;
// kg3D - backup for mid and fake walls
ds_p->bkup = R_NewOpening(stop - start);
memcpy(openings + ds_p->bkup, &ceilingclip[start], sizeof(short)*(stop - start));
ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid() || ds_p->bFakeBoundary)
{
if(sidedef->GetTexture(side_t::mid).isValid())
ds_p->bFakeBoundary |= 4; // it is also mid texture
// note: This should never have used the openings array to store its data!
ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2);
ds_p->swall = R_NewOpening ((stop - start) * 2);
lwal = (fixed_t *)(openings + ds_p->maskedtexturecol);
swal = (float *)(openings + ds_p->swall);
FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid), true);
double yscale = pic->Scale.Y * sidedef->GetTextureYScale(side_t::mid);
fixed_t xoffset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
if (pic->bWorldPanning)
{
xoffset = xs_RoundToInt(xoffset * lwallscale);
}
for (i = start; i < stop; i++)
{
*lwal++ = lwall[i] + xoffset;
*swal++ = swall[i];
}
double istart = *((float *)(openings + ds_p->swall)) * yscale;
double iend = *(swal - 1) * yscale;
#if 0
///This was for avoiding overflow when using fixed point. It might not be needed anymore.
const double mini = 3 / 65536.0;
if (istart < mini && istart >= 0) istart = mini;
if (istart > -mini && istart < 0) istart = -mini;
if (iend < mini && iend >= 0) iend = mini;
if (iend > -mini && iend < 0) iend = -mini;
#endif
istart = 1 / istart;
iend = 1 / iend;
ds_p->yscale = (float)yscale;
ds_p->iscale = (float)istart;
if (stop - start > 0)
{
ds_p->iscalestep = float((iend - istart) / (stop - start));
}
else
{
ds_p->iscalestep = 0;
}
}
ds_p->light = rw_light;
ds_p->lightstep = rw_lightstep;
// Masked midtextures should get the light level from the sector they reference,
// not from the current subsector, which is what the current wallshade value
// comes from. We make an exeption for polyobjects, however, since their "home"
// sector should be whichever one they move into.
if (curline->sidedef->Flags & WALLF_POLYOBJ)
{
ds_p->shade = wallshade;
}
else
{
ds_p->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel)
+ r_actualextralight);
}
if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
{
size_t drawsegnum = ds_p - drawsegs;
InterestingDrawsegs.Push (drawsegnum);
}
}
}
// render it
if (markceiling)
{
if (ceilingplane)
{ // killough 4/11/98: add NULL ptr checks
ceilingplane = R_CheckPlane (ceilingplane, start, stop);
}
else
{
markceiling = false;
}
}
if (markfloor)
{
if (floorplane)
{ // killough 4/11/98: add NULL ptr checks
floorplane = R_CheckPlane (floorplane, start, stop);
}
else
{
markfloor = false;
}
}
R_RenderSegLoop ();
if(fake3D & 7) {
ds_p++;
return;
}
// save sprite clipping info
if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start));
}
if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1)
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprbottomclip, &floorclip[start], sizeof(short)*(stop-start));
}
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
{
ds_p->silhouette |= SIL_TOP | SIL_BOTTOM;
}
// [RH] Draw any decals bound to the seg
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal (curline->sidedef, decal, ds_p, 0);
}
}
if (rw_markportal)
{
PortalDrawseg pds;
pds.src = curline->linedef;
pds.dst = curline->linedef->special == Line_Mirror? curline->linedef : curline->linedef->getPortalDestination();
pds.x1 = ds_p->x1;
pds.x2 = ds_p->x2;
pds.len = pds.x2 - pds.x1;
pds.ceilingclip.Resize(pds.len);
memcpy(&pds.ceilingclip[0], openings + ds_p->sprtopclip, pds.len*sizeof(*openings));
pds.floorclip.Resize(pds.len);
memcpy(&pds.floorclip[0], openings + ds_p->sprbottomclip, pds.len*sizeof(*openings));
for (int i = 0; i < pds.x2-pds.x1; i++)
{
if (pds.ceilingclip[i] < 0)
pds.ceilingclip[i] = 0;
if (pds.ceilingclip[i] >= viewheight)
pds.ceilingclip[i] = viewheight-1;
if (pds.floorclip[i] < 0)
pds.floorclip[i] = 0;
if (pds.floorclip[i] >= viewheight)
pds.floorclip[i] = viewheight-1;
}
pds.mirror = curline->linedef->special == Line_Mirror;
WallPortals.Push(pds);
}
ds_p++;
}
int R_CreateWallSegmentY(short *outbuf, double z1, double z2, const FWallCoords *wallc)
{
float y1 = (float)(CenterY - z1 * InvZtoScale / wallc->sz1);
float y2 = (float)(CenterY - z2 * InvZtoScale / wallc->sz2);
if (y1 < 0 && y2 < 0) // entire line is above screen
{
memset(&outbuf[wallc->sx1], 0, (wallc->sx2 - wallc->sx1) * sizeof(outbuf[0]));
return 3;
}
else if (y1 > viewheight && y2 > viewheight) // entire line is below screen
{
fillshort(&outbuf[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
return 12;
}
if (wallc->sx2 <= wallc->sx1)
return 0;
float rcp_delta = 1.0f / (wallc->sx2 - wallc->sx1);
if (y1 >= 0.0f && y2 >= 0.0f && xs_RoundToInt(y1) <= viewheight && xs_RoundToInt(y2) <= viewheight)
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)xs_RoundToInt(y);
}
}
else
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)clamp(xs_RoundToInt(y), 0, viewheight);
}
}
return 0;
}
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc)
{
if (!plane.isSlope())
{
return R_CreateWallSegmentY(outbuf, plane.Zat0() - ViewPos.Z, wallc);
}
else
{
// Get Z coordinates at both ends of the line
double x, y, den, z1, z2;
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
return R_CreateWallSegmentY(outbuf, z1, z2, wallc);
}
}
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
float depthScale = (float)(WallT.InvZstep * WallTMapScale2);
float depthOrg = (float)(-WallT.UoverZstep * WallTMapScale2);
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)(u * xrepeat * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
}
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat - xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double yscale;
BYTE flipx;
double zpos;
int needrepeat = 0;
sector_t *front, *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
FWallCoords savecoord = WallC;
double edge_right = WallSpriteTile->GetWidth();
double edge_left = WallSpriteTile->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(wall, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
decal_left = decal_pos - edge_left * angvec - ViewPos;
decal_right = decal_pos + edge_right * angvec - ViewPos;
if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
goto done;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
goto done;
WallT.InitFromWallCoords(&WallC);
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else if (pass == 0)
{
mceilingclip = walltop;
mfloorclip = ceilingclip;
needrepeat = 1;
}
else
{
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
}
break;
case RF_CLIPUPPER:
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = ceilingclip;
break;
case RF_CLIPMID:
if (curline->backsector != NULL && pass != 2)
{
goto done;
}
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
break;
case RF_CLIPLOWER:
if (pass != 0)
{
goto done;
}
mceilingclip = floorclip;
mfloorclip = wallbottom;
break;
}
yscale = decal->ScaleY;
dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);
x2 = MIN<int>(clipper->x2, x2);
if (x1 >= x2)
{
goto done;
}
PrepWall (swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
lwall[i] = right - lwall[i];
}
}
// Prepare lighting
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
// Draw it
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid -= WallSpriteTile->GetHeight();
}
else
{
sprflipvert = false;
}
MaskedScaleY = float(1 / yscale);
do
{
dc_x = x1;
ESPSResult mode;
mode = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (mode == DontDraw)
{
needrepeat = 0;
}
else
{
int stop4;
if (mode == DoDraw0)
{ // 1 column at a time
stop4 = dc_x;
}
else // DoDraw1
{ // up to 4 columns at a time
stop4 = x2 & ~3;
}
while ((dc_x < stop4) && (dc_x & 3))
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
R_WallSpriteColumn (false);
dc_x++;
}
while (dc_x < stop4)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
rt_initcols(nullptr);
for (int zz = 4; zz; --zz)
{
R_WallSpriteColumn (true);
dc_x++;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
R_WallSpriteColumn (false);
dc_x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle ();
} while (needrepeat--);
colfunc = basecolfunc;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
R_FinishSetPatchStyle ();
done:
WallC = savecoord;
}
}