mirror of
https://github.com/ZDoom/qzdoom.git
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244 lines
7.1 KiB
C++
244 lines
7.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include <stdlib.h>
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#include <stddef.h>
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#include "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "p_lnspec.h"
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#include "r_sky.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_wallsetup.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_walldraw.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/line/r_line.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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namespace swrenderer
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{
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ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, double z, const FWallCoords *wallc)
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{
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return Project(viewport, z, z, wallc);
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}
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ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, double z1, double z2, const FWallCoords *wallc)
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{
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float y1 = (float)(viewport->CenterY - z1 * viewport->InvZtoScale / wallc->sz1);
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float y2 = (float)(viewport->CenterY - z2 * viewport->InvZtoScale / wallc->sz2);
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if (y1 < 0 && y2 < 0) // entire line is above screen
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{
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memset(&ScreenY[wallc->sx1], 0, (wallc->sx2 - wallc->sx1) * sizeof(ScreenY[0]));
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return ProjectedWallCull::OutsideAbove;
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}
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else if (y1 > viewheight && y2 > viewheight) // entire line is below screen
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{
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fillshort(&ScreenY[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
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return ProjectedWallCull::OutsideBelow;
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}
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if (wallc->sx2 <= wallc->sx1)
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return ProjectedWallCull::Visible;
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float rcp_delta = 1.0f / (wallc->sx2 - wallc->sx1);
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if (y1 >= 0.0f && y2 >= 0.0f && xs_RoundToInt(y1) <= viewheight && xs_RoundToInt(y2) <= viewheight)
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{
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for (int x = wallc->sx1; x < wallc->sx2; x++)
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{
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float t = (x - wallc->sx1) * rcp_delta;
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float y = y1 * (1.0f - t) + y2 * t;
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ScreenY[x] = (short)xs_RoundToInt(y);
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}
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}
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else
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{
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for (int x = wallc->sx1; x < wallc->sx2; x++)
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{
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float t = (x - wallc->sx1) * rcp_delta;
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float y = y1 * (1.0f - t) + y2 * t;
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ScreenY[x] = (short)clamp(xs_RoundToInt(y), 0, viewheight);
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}
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}
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return ProjectedWallCull::Visible;
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}
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ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, const secplane_t &plane, const FWallCoords *wallc, seg_t *curline, bool xflip)
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{
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if (!plane.isSlope())
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{
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return Project(viewport, plane.Zat0() - viewport->viewpoint.Pos.Z, wallc);
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}
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else
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{
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// Get Z coordinates at both ends of the line
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double x, y, den, z1, z2;
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if (xflip)
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{
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x = curline->v2->fX();
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y = curline->v2->fY();
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if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
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{
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double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
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x -= frac * (x - curline->v1->fX());
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y -= frac * (y - curline->v1->fY());
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}
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z1 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z;
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if (wallc->sx2 > wallc->sx1 + 1)
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{
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x = curline->v1->fX();
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y = curline->v1->fY();
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if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
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{
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double frac = (wallc->tright.Y - wallc->tright.X) / den;
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x += frac * (curline->v2->fX() - x);
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y += frac * (curline->v2->fY() - y);
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}
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z2 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z;
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}
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else
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{
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z2 = z1;
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}
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}
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else
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{
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x = curline->v1->fX();
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y = curline->v1->fY();
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if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
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{
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double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
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x += frac * (curline->v2->fX() - x);
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y += frac * (curline->v2->fY() - y);
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}
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z1 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z;
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if (wallc->sx2 > wallc->sx1 + 1)
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{
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x = curline->v2->fX();
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y = curline->v2->fY();
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if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
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{
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double frac = (wallc->tright.Y - wallc->tright.X) / den;
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x -= frac * (x - curline->v1->fX());
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y -= frac * (y - curline->v1->fY());
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}
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z2 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z;
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}
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else
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{
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z2 = z1;
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}
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}
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return Project(viewport, z1, z2, wallc);
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}
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}
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/////////////////////////////////////////////////////////////////////////
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void ProjectedWallTexcoords::Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
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{
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float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - viewport->CenterX);
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - viewport->CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float xrepeat = (float)fabs(walxrepeat);
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float depthScale = (float)(WallT.InvZstep * viewport->WallTMapScale2);
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float depthOrg = (float)(-WallT.UoverZstep * viewport->WallTMapScale2);
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if (walxrepeat < 0.0)
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ;
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UPos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
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VStep[x] = depthOrg + u * depthScale;
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uOverZ += uGradient;
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invZ += zGradient;
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}
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}
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else
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ;
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UPos[x] = (fixed_t)(u * xrepeat * FRACUNIT);
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VStep[x] = depthOrg + u * depthScale;
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uOverZ += uGradient;
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invZ += zGradient;
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}
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}
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}
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void ProjectedWallTexcoords::ProjectPos(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
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{
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float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - viewport->CenterX);
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - viewport->CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float xrepeat = (float)fabs(walxrepeat);
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if (walxrepeat < 0.0f)
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ * xrepeat - xrepeat;
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UPos[x] = (fixed_t)(u * FRACUNIT);
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uOverZ += uGradient;
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invZ += zGradient;
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}
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}
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else
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ * xrepeat;
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UPos[x] = (fixed_t)(u * FRACUNIT);
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uOverZ += uGradient;
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invZ += zGradient;
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}
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}
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}
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}
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