mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- WIP
This commit is contained in:
parent
4109a256ac
commit
d42ce0ee7e
22 changed files with 612 additions and 520 deletions
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@ -1284,6 +1284,7 @@ set (PCH_SOURCES
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games/exhumed/all.cpp
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games/blood/all.cpp
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games/sw/all.cpp
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)
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if( ${HAVE_VM_JIT} )
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@ -32,6 +32,20 @@ enum
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CSTAT_SECTOR_METHOD = 384
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};
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enum
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{
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PORTAL_SECTOR_FLOOR = 1,
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PORTAL_SECTOR_CEILING = 2,
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PORTAL_SECTOR_FLOOR_REFLECT = 4,
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PORTAL_SECTOR_CEILING_REFLECT = 8,
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};
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enum
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{
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PORTAL_WALL_VIEW = 1,
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PORTAL_WALL_MIRROR = 2,
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};
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//40 bytes
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struct sectortype
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{
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@ -53,6 +67,7 @@ struct sectortype
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uint8_t dirty;
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float ceilingxpan_, ceilingypan_, floorxpan_, floorypan_;
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uint8_t portalflags;
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int ceilingxpan() const { return int(ceilingxpan_); }
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int ceilingypan() const { return int(ceilingypan_); }
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@ -104,6 +119,7 @@ struct walltype
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int16_t extra;
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float xpan_, ypan_;
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angle_t clipangle;
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uint8_t portalflags;
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int xpan() const { return int(xpan_); }
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int ypan() const { return int(ypan_); }
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@ -849,71 +849,42 @@ CVAR(Bool, testnewinterface, true, 0)
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int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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fixed_t daang, fixed_t dahoriz, int16_t dacursectnum)
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{
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for (int i = 0; i < numwalls; ++i)
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{
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if (wall[i].cstat & CSTAT_WALL_ROTATE_90)
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{
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auto& w = wall[i];
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auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
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if (tile.newtile == -1 && tile.owner == -1)
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{
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auto owner = w.picnum + animateoffs(w.picnum, 16384);
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tile.newtile = TileFiles.tileCreateRotated(owner);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
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}
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}
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}
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int32_t i;
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checkRotatedWalls();
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if (gl_fogmode == 1) gl_fogmode = 2; // only radial fog works with Build's screwed up coordinate system.
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set_globalpos(daposx, daposy, daposz);
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set_globalang(daang);
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global100horiz = dahoriz;
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// xdimenscale is Scale(xdimen,yxaspect,320);
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// normalization by viewingrange so that center-of-aim doesn't depend on it
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qglobalhoriz = MulScale(dahoriz, DivScale(xdimenscale, viewingrange, 16), 16)+IntToFixed(ydimen>>1);
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globalcursectnum = dacursectnum;
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memset(gotsector, 0, sizeof(gotsector));
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i = xdimen-1;
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// Update starting sector number (common to classic and Polymost).
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// ADJUST_GLOBALCURSECTNUM.
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if (globalcursectnum >= MAXSECTORS)
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globalcursectnum -= MAXSECTORS;
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if (dacursectnum >= MAXSECTORS)
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dacursectnum -= MAXSECTORS;
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else
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{
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i = globalcursectnum;
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updatesector(globalposx,globalposy,&globalcursectnum);
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if (globalcursectnum < 0) globalcursectnum = i;
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int i = dacursectnum;
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updatesector(daposx, daposy, &dacursectnum);
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if (dacursectnum < 0) dacursectnum = i;
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// PK 20110123: I'm not sure what the line above is supposed to do, but 'i'
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// *can* be negative, so let's just quit here in that case...
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if (globalcursectnum<0)
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if (dacursectnum < 0)
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return 0;
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}
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if (!testnewrenderer)
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{
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set_globalpos(daposx, daposy, daposz);
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set_globalang(daang);
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global100horiz = dahoriz;
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memset(gotsector, 0, sizeof(gotsector));
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qglobalhoriz = MulScale(dahoriz, DivScale(xdimenscale, viewingrange, 16), 16) + IntToFixed(ydimen >> 1);
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globalcursectnum = dacursectnum;
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Polymost::polymost_drawrooms();
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}
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else
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{
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vec3_t pos = { daposx, daposy, daposz };
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//if (!testnewinterface) render_drawrooms_(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
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/*else*/ render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, false, false);
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render_drawrooms(nullptr, pos, dacursectnum, daang, dahoriz, rollang, 0);
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}
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return inpreparemirror;
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@ -2075,7 +2075,7 @@ void polymost_drawrooms()
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{
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polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
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GLInterface.ClearDepth();
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GLInterface.ClearDepth();
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GLInterface.EnableBlend(false);
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GLInterface.EnableAlphaTest(false);
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GLInterface.EnableDepthTest(true);
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@ -2477,7 +2477,7 @@ void polymost_prepareMirror(int32_t dax, int32_t day, int32_t daz, fixed_t daang
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gvrcorrection = viewingrange*(1.f/65536.f);
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//if (glprojectionhacks == 2)
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{
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// calculates the extend of the zenith glitch
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// calculates the extent of the zenith glitch
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float verticalfovtan = (fviewingrange * (windowxy2.y-windowxy1.y) * 5.f) / ((float)yxaspect * (windowxy2.x-windowxy1.x) * 4.f);
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float verticalfov = atanf(verticalfovtan) * (2.f / pi::pi());
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static constexpr float const maxhorizangle = 0.6361136f; // horiz of 199 in degrees
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@ -260,6 +260,37 @@ void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out)
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}
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//==========================================================================
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//
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// Check if some walls are set to be rotated textures.
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// Ideally this should just have been done with texture rotation,
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// but the effects on the render code would be too severe due to the alignment mess.
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//
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//==========================================================================
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void checkRotatedWalls()
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{
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for (int i = 0; i < numwalls; ++i)
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{
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if (wall[i].cstat & CSTAT_WALL_ROTATE_90)
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{
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auto& w = wall[i];
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auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
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if (tile.newtile == -1 && tile.owner == -1)
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{
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auto owner = w.picnum + animateoffs(w.picnum, 16384);
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tile.newtile = TileFiles.tileCreateRotated(owner);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
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}
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}
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}
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}
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//==========================================================================
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//
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// vector serializers
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@ -12,6 +12,7 @@ void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, fl
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void setWallSectors();
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void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
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void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
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void checkRotatedWalls();
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// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
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// The render code should NOT use Build coordinates for anything!
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@ -101,6 +101,7 @@ struct GameInterface
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virtual int chaseCamX(binangle ang) { return 0; }
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virtual int chaseCamY(binangle ang) { return 0; }
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virtual int chaseCamZ(fixedhoriz horiz) { return 0; }
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virtual void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) {}
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virtual FString statFPS()
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{
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@ -43,6 +43,7 @@
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "sectorgeometry.h"
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#include "render.h"
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static void ReadSectorV7(FileReader& fr, sectortype& sect)
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@ -31,16 +31,10 @@
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//#include "a_dynlight.h"
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#include "v_video.h"
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#include "m_png.h"
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//#include "doomstat.h"
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//#include "r_data/r_interpolate.h"
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//#include "r_utility.h"
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//#include "d_player.h"
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#include "i_time.h"
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#include "hw_dynlightdata.h"
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#include "hw_clock.h"
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#include "flatvertices.h"
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//#include "v_palette.h"
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//#include "d_main.h"
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#include "hw_renderstate.h"
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#include "hw_lightbuffer.h"
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@ -49,12 +43,12 @@
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#include "hw_clipper.h"
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//#include "hwrenderer/scene/hw_portal.h"
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#include "hw_vrmodes.h"
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//#include "g_levellocals.h"
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#include "hw_drawstructs.h"
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#include "hw_drawlist.h"
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#include "hw_drawinfo.h"
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#include "gamecvars.h"
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#include "render.h"
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EXTERN_CVAR(Bool, cl_capfps)
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bool NoInterpolateView;
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@ -178,9 +172,10 @@ void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float
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//
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//===========================================================================
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FRenderViewpoint SetupView(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang)
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FRenderViewpoint SetupView(spritetype* cam, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang)
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{
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FRenderViewpoint r_viewpoint{};
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r_viewpoint.CameraSprite = cam;
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r_viewpoint.SectNum = sectnum;
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r_viewpoint.Pos = { position.x / 16.f, position.y / -16.f, position.z / -256.f };
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r_viewpoint.HWAngles.Yaw = -90.f + q16ang(q16angle).asdeg();
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@ -269,13 +264,25 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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}
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void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror)
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, int flags)
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{
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checkRotatedWalls();
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if (gl_fogmode == 1) gl_fogmode = 2; // still needed?
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if (flags & RSF_UPDATESECTOR)
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{
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int16_t sect = sectnum;
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updatesector(position.x, position.y, §);
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if (sect >= 0) sectnum = sect;
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if (sectnum < 0) return;
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}
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auto RenderState = screen->RenderState();
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RenderState->SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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FRenderViewpoint r_viewpoint = SetupView(position, sectnum, q16angle, q16horizon, rollang);
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FRenderViewpoint r_viewpoint = SetupView(playersprite, position, sectnum, q16angle, q16horizon, rollang);
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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checkBenchActive();
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@ -326,6 +333,6 @@ void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q
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screen->ImageTransitionScene(true); // Only relevant for Vulkan.
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RenderViewpoint(r_viewpoint, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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RenderViewpoint(r_viewpoint, nullptr, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, flags & RSF_MIRROR, flags & RSF_PLANEMIRROR);
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All.Unclock();
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}
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@ -1,4 +1,11 @@
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#pragma once
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#include "build.h"
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void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, bool mirror, bool planemirror);
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, int flags);
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enum ERenderSceneFlags
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{
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RSF_MIRROR = 1,
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RSF_PLANEMIRROR = 2,
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RSF_UPDATESECTOR = 4,
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};
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@ -35,6 +35,7 @@ class FRenderState;
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struct FRenderViewpoint
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{
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spritetype* CameraSprite;
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DVector3 Pos;
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FRotator HWAngles;
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FAngle FieldOfView;
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@ -554,6 +554,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort
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("lotag", c.lotag, def->lotag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("portalflags", c.portalflags, def->portalflags)
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.EndObject();
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}
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return arc;
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@ -580,6 +581,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype
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("lotag", c.lotag, def->lotag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("portalflags", c.portalflags, def->portalflags)
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.EndObject();
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}
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return arc;
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@ -66,5 +66,9 @@
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#include "src/view.cpp"
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#include "src/warp.cpp"
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#include "src/weapon.cpp"
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#include "src/_polymost.cpp"
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// This includes the VM so it is last
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#include "src/d_menu.cpp"
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336
source/games/blood/src/_polymost.cpp
Normal file
336
source/games/blood/src/_polymost.cpp
Normal file
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@ -0,0 +1,336 @@
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BEGIN_BLD_NS
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// leftover bits needed to keep Polymost running through the transition.
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// This is mainly the game side part of the portal renderer.
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void collectTSpritesForPortal(int x, int y, int i, int interpolation)
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{
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int nSector = mirror[i].link;
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int nSector2 = mirror[i].wallnum;
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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spritetype* pSprite = &sprite[nSprite];
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if (pSprite == gView->pSprite)
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continue;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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int zCeil, zFloor;
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getzsofslope(nSector, pSprite->x, pSprite->y, &zCeil, &zFloor);
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if (pSprite->statnum == kStatDude && (top < zCeil || bottom > zFloor))
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{
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int j = i;
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if (mirror[i].type == 2)
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j++;
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else
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j--;
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int dx = mirror[j].dx;
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int dy = mirror[j].dy;
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int dz = mirror[j].dz;
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tspritetype* pTSprite = &tsprite[spritesortcnt++];
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*pTSprite = {};
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pTSprite->type = pSprite->type;
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pTSprite->index = pSprite->index;
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pTSprite->sectnum = nSector2;
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pTSprite->x = pSprite->x + dx;
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pTSprite->y = pSprite->y + dy;
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pTSprite->z = pSprite->z + dz;
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pTSprite->ang = pSprite->ang;
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pTSprite->picnum = pSprite->picnum;
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pTSprite->shade = pSprite->shade;
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pTSprite->pal = pSprite->pal;
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pTSprite->xrepeat = pSprite->xrepeat;
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pTSprite->yrepeat = pSprite->yrepeat;
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pTSprite->xoffset = pSprite->xoffset;
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pTSprite->yoffset = pSprite->yoffset;
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pTSprite->cstat = pSprite->cstat;
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pTSprite->statnum = kStatDecoration;
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pTSprite->owner = pSprite->index;
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pTSprite->extra = pSprite->extra;
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pTSprite->flags = pSprite->hitag | 0x200;
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pTSprite->x = dx + interpolate(pSprite->ox, pSprite->x, interpolation);
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pTSprite->y = dy + interpolate(pSprite->oy, pSprite->y, interpolation);
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pTSprite->z = dz + interpolate(pSprite->oz, pSprite->z, interpolation);
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pTSprite->ang = pSprite->interpolatedang(interpolation);
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int nAnim = 0;
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switch (picanm[pTSprite->picnum].extra & 7)
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{
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case 1:
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{
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int dX = x - pTSprite->x;
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int dY = y - pTSprite->y;
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RotateVector(&dX, &dY, 128 - pTSprite->ang);
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nAnim = GetOctant(dX, dY);
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if (nAnim <= 4)
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{
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pTSprite->cstat &= ~4;
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}
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else
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{
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nAnim = 8 - nAnim;
|
||||
pTSprite->cstat |= 4;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
int dX = x - pTSprite->x;
|
||||
int dY = y - pTSprite->y;
|
||||
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
||||
nAnim = GetOctant(dX, dY);
|
||||
break;
|
||||
}
|
||||
}
|
||||
while (nAnim > 0)
|
||||
{
|
||||
pTSprite->picnum += picanm[pTSprite->picnum].num + 1;
|
||||
nAnim--;
|
||||
}
|
||||
|
||||
spritesortcnt++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation)
|
||||
{
|
||||
if (spritesortcnt == 0) return;
|
||||
int nViewSprites = spritesortcnt-1;
|
||||
for (int nTSprite = nViewSprites; nTSprite >= 0; nTSprite--)
|
||||
{
|
||||
tspritetype *pTSprite = &tsprite[nTSprite];
|
||||
pTSprite->xrepeat = pTSprite->yrepeat = 0;
|
||||
}
|
||||
for (int i = mirrorcnt-1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080+i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
if (mirror[i].type == 1 || mirror[i].type == 2)
|
||||
{
|
||||
collectTSpritesForPortal(x, y, i, interpolation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH)
|
||||
{
|
||||
int yxAspect = yxaspect;
|
||||
int viewingRange = viewingrange;
|
||||
videoSetCorrectedAspect();
|
||||
|
||||
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
|
||||
|
||||
renderSetAspect(v1, yxaspect);
|
||||
|
||||
|
||||
int ceilingZ, floorZ;
|
||||
getzsofslope(nSectnum, cX, cY, &ceilingZ, &floorZ);
|
||||
if (cZ >= floorZ)
|
||||
{
|
||||
cZ = floorZ - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
}
|
||||
if (cZ <= ceilingZ)
|
||||
{
|
||||
cZ = ceilingZ + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
}
|
||||
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
|
||||
RORHACK:
|
||||
int ror_status[16];
|
||||
for (int i = 0; i < 16; i++)
|
||||
ror_status[i] = TestBitString(gotpic, 4080 + i);
|
||||
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
|
||||
DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
|
||||
int bakCstat = gView->pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gView->pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gView->pSprite->cstat |= 514;
|
||||
}
|
||||
|
||||
renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum);
|
||||
viewProcessSprites(cX, cY, cZ, cA.asbuild(), gInterpolate);
|
||||
bool do_ror_hack = false;
|
||||
for (int i = 0; i < 16; i++)
|
||||
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
|
||||
do_ror_hack = true;
|
||||
if (do_ror_hack)
|
||||
{
|
||||
gView->pSprite->cstat = bakCstat;
|
||||
spritesortcnt = 0;
|
||||
goto RORHACK;
|
||||
}
|
||||
setPortalFlags(1);
|
||||
int nSpriteSortCnt = spritesortcnt;
|
||||
renderDrawMasks();
|
||||
spritesortcnt = nSpriteSortCnt;
|
||||
setPortalFlags(0);
|
||||
processSpritesOnOtherSideOfPortal(cX, cY, gInterpolate);
|
||||
renderDrawMasks();
|
||||
gView->pSprite->cstat = bakCstat;
|
||||
|
||||
}
|
||||
|
||||
// hack the portal planes with the sky flag for rendering. Only Polymost needs this hack.
|
||||
void setPortalFlags(char mode)
|
||||
{
|
||||
for (int i = mirrorcnt - 1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080 + i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
switch (mirror[i].type)
|
||||
{
|
||||
case 1:
|
||||
if (mode)
|
||||
sector[mirror[i].wallnum].ceilingstat |= 1;
|
||||
else
|
||||
sector[mirror[i].wallnum].ceilingstat &= ~1;
|
||||
break;
|
||||
case 2:
|
||||
if (mode)
|
||||
sector[mirror[i].wallnum].floorstat |= 1;
|
||||
else
|
||||
sector[mirror[i].wallnum].floorstat &= ~1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer)
|
||||
{
|
||||
for (int i = mirrorcnt - 1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080 + i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
ClearBitString(gotpic, nTile);
|
||||
switch (mirror[i].type)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
int nWall = mirror[i].link;
|
||||
int nSector = sectorofwall(nWall);
|
||||
walltype* pWall = &wall[nWall];
|
||||
int nNextWall = pWall->nextwall;
|
||||
int nNextSector = pWall->nextsector;
|
||||
pWall->nextwall = mirrorwall[0];
|
||||
pWall->nextsector = mirrorsector;
|
||||
wall[mirrorwall[0]].nextwall = nWall;
|
||||
wall[mirrorwall[0]].nextsector = nSector;
|
||||
wall[mirrorwall[0]].x = wall[pWall->point2].x;
|
||||
wall[mirrorwall[0]].y = wall[pWall->point2].y;
|
||||
wall[mirrorwall[1]].x = pWall->x;
|
||||
wall[mirrorwall[1]].y = pWall->y;
|
||||
wall[mirrorwall[2]].x = wall[mirrorwall[1]].x + (wall[mirrorwall[1]].x - wall[mirrorwall[0]].x) * 16;
|
||||
wall[mirrorwall[2]].y = wall[mirrorwall[1]].y + (wall[mirrorwall[1]].y - wall[mirrorwall[0]].y) * 16;
|
||||
wall[mirrorwall[3]].x = wall[mirrorwall[0]].x + (wall[mirrorwall[0]].x - wall[mirrorwall[1]].x) * 16;
|
||||
wall[mirrorwall[3]].y = wall[mirrorwall[0]].y + (wall[mirrorwall[0]].y - wall[mirrorwall[1]].y) * 16;
|
||||
sector[mirrorsector].floorz = sector[nSector].floorz;
|
||||
sector[mirrorsector].ceilingz = sector[nSector].ceilingz;
|
||||
int cx, cy, ca;
|
||||
if (GetWallType(nWall) == kWallStack)
|
||||
{
|
||||
cx = x - (wall[pWall->hitag].x - wall[pWall->point2].x);
|
||||
cy = y - (wall[pWall->hitag].y - wall[pWall->point2].y);
|
||||
ca = a;
|
||||
}
|
||||
else
|
||||
{
|
||||
renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca);
|
||||
}
|
||||
int32_t didmirror = renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector | MAXSECTORS);
|
||||
viewProcessSprites(cx, cy, z, FixedToInt(ca), smooth);
|
||||
renderDrawMasks();
|
||||
if (GetWallType(nWall) != kWallStack)
|
||||
renderCompleteMirror();
|
||||
if (wall[nWall].pal != 0 || wall[nWall].shade != 0)
|
||||
TranslateMirrorColors(wall[nWall].shade, wall[nWall].pal);
|
||||
pWall->nextwall = nNextWall;
|
||||
pWall->nextsector = nNextSector;
|
||||
return;
|
||||
}
|
||||
case 1:
|
||||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 514;
|
||||
}
|
||||
}
|
||||
renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector | MAXSECTORS);
|
||||
viewProcessSprites(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
|
||||
short fstat = sector[nSector].floorstat;
|
||||
sector[nSector].floorstat |= 1;
|
||||
renderDrawMasks();
|
||||
sector[nSector].floorstat = fstat;
|
||||
for (int i = 0; i < 16; i++)
|
||||
ClearBitString(gotpic, 4080 + i);
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat = bakCstat;
|
||||
}
|
||||
r_rorphase = 0;
|
||||
return;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 514;
|
||||
}
|
||||
}
|
||||
renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector | MAXSECTORS);
|
||||
viewProcessSprites(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
|
||||
short cstat = sector[nSector].ceilingstat;
|
||||
sector[nSector].ceilingstat |= 1;
|
||||
renderDrawMasks();
|
||||
sector[nSector].ceilingstat = cstat;
|
||||
for (int i = 0; i < 16; i++)
|
||||
ClearBitString(gotpic, 4080 + i);
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat = bakCstat;
|
||||
}
|
||||
r_rorphase = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
END_BLD_NS
|
|
@ -887,4 +887,9 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t
|
|||
}
|
||||
|
||||
|
||||
void GameInterface::processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
|
||||
{
|
||||
viewProcessSprites(viewx, viewy, viewz, viewang.asbuild(), int(smoothRatio));
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -35,7 +35,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "ai.h"
|
||||
#include "aistate.h"
|
||||
#include "aiunicult.h"
|
||||
#include "blood.h"
|
||||
#include "callback.h"
|
||||
#include "db.h"
|
||||
#include "endgame.h"
|
||||
|
@ -83,6 +82,20 @@ void ProcessFrame(void);
|
|||
void ScanINIFiles(void);
|
||||
void EndLevel();
|
||||
|
||||
struct MIRROR
|
||||
{
|
||||
int type;
|
||||
int link;
|
||||
int dx;
|
||||
int dy;
|
||||
int dz;
|
||||
int wallnum;
|
||||
};
|
||||
|
||||
extern MIRROR mirror[16];
|
||||
extern int mirrorcnt, mirrorsector, mirrorwall[4];
|
||||
|
||||
|
||||
inline bool DemoRecordStatus(void)
|
||||
{
|
||||
return false;
|
||||
|
@ -131,9 +144,10 @@ struct GameInterface : ::GameInterface
|
|||
void ToggleThirdPerson() override;
|
||||
void SwitchCoopView() override;
|
||||
void ToggleShowWeapon() override;
|
||||
int chaseCamX(binangle ang) { return MulScale(-Cos(ang.asbuild()), 1280, 30); }
|
||||
int chaseCamY(binangle ang) { return MulScale(-Sin(ang.asbuild()), 1280, 30); }
|
||||
int chaseCamZ(fixedhoriz horiz) { return FixedToInt(MulScale(horiz.asq16(), 1280, 3)) - (16 << 8); }
|
||||
int chaseCamX(binangle ang) override { return MulScale(-Cos(ang.asbuild()), 1280, 30); }
|
||||
int chaseCamY(binangle ang) override { return MulScale(-Sin(ang.asbuild()), 1280, 30); }
|
||||
int chaseCamZ(fixedhoriz horiz) override { return FixedToInt(MulScale(horiz.asq16(), 1280, 3)) - (16 << 8); }
|
||||
void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
|
||||
|
||||
GameStats getStats() override;
|
||||
};
|
||||
|
|
|
@ -1,13 +1,5 @@
|
|||
#pragma once
|
||||
|
||||
#include "build.h"
|
||||
#include "common_game.h"
|
||||
#include "db.h"
|
||||
#include "ai.h"
|
||||
#include "nnexts.h"
|
||||
#include "seq.h"
|
||||
#include "aiunicult.h"
|
||||
|
||||
BEGIN_BLD_NS
|
||||
|
||||
extern int cumulDamage[kMaxXSprites];
|
||||
|
|
|
@ -23,23 +23,16 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "ns.h" // Must come before everything else!
|
||||
|
||||
#include "build.h"
|
||||
#include "compat.h"
|
||||
#include "blood.h"
|
||||
#include "automap.h"
|
||||
#include "mmulti.h"
|
||||
#include "savegamehelp.h"
|
||||
|
||||
#include "blood.h"
|
||||
|
||||
BEGIN_BLD_NS
|
||||
|
||||
int mirrorcnt, mirrorsector, mirrorwall[4];
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int type;
|
||||
int link;
|
||||
int dx;
|
||||
int dy;
|
||||
int dz;
|
||||
int wallnum;
|
||||
} MIRROR;
|
||||
|
||||
MIRROR mirror[16];
|
||||
|
||||
void InitMirrors(void)
|
||||
|
@ -64,6 +57,7 @@ void InitMirrors(void)
|
|||
if (wall[i].extra > 0 && GetWallType(i) == kWallStack)
|
||||
{
|
||||
wall[i].overpicnum = nTile;
|
||||
wall[i].portalflags = PORTAL_WALL_VIEW;
|
||||
mirror[mirrorcnt].wallnum = i;
|
||||
mirror[mirrorcnt].type = 0;
|
||||
wall[i].cstat |= 32;
|
||||
|
@ -96,6 +90,7 @@ void InitMirrors(void)
|
|||
wall[i].picnum = nTile;
|
||||
mirror[mirrorcnt].type = 0;
|
||||
wall[i].cstat |= 32;
|
||||
wall[i].portalflags = PORTAL_WALL_MIRROR;
|
||||
mirrorcnt++;
|
||||
continue;
|
||||
}
|
||||
|
@ -121,6 +116,7 @@ void InitMirrors(void)
|
|||
mirror[mirrorcnt].wallnum = i;
|
||||
mirror[mirrorcnt].link = j;
|
||||
sector[i].floorpicnum = 4080+mirrorcnt;
|
||||
sector[i].portalflags = PORTAL_SECTOR_FLOOR;
|
||||
mirrorcnt++;
|
||||
mirror[mirrorcnt].type = 1;
|
||||
mirror[mirrorcnt].dx = sprite[nLink].x-sprite[nLink2].x;
|
||||
|
@ -129,10 +125,12 @@ void InitMirrors(void)
|
|||
mirror[mirrorcnt].wallnum = j;
|
||||
mirror[mirrorcnt].link = i;
|
||||
sector[j].ceilingpicnum = 4080+mirrorcnt;
|
||||
sector[j].portalflags = PORTAL_SECTOR_CEILING;
|
||||
mirrorcnt++;
|
||||
}
|
||||
}
|
||||
mirrorsector = numsectors;
|
||||
#if 1 // The new backend won't need this shit anymore.
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
mirrorwall[i] = numwalls+i;
|
||||
|
@ -148,270 +146,13 @@ void InitMirrors(void)
|
|||
sector[mirrorsector].floorpicnum = 504;
|
||||
sector[mirrorsector].wallptr = mirrorwall[0];
|
||||
sector[mirrorsector].wallnum = 4;
|
||||
#endif
|
||||
}
|
||||
|
||||
void TranslateMirrorColors(int nShade, int nPalette)
|
||||
{
|
||||
}
|
||||
|
||||
void sub_5571C(char mode)
|
||||
{
|
||||
for (int i = mirrorcnt-1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080+i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
switch (mirror[i].type)
|
||||
{
|
||||
case 1:
|
||||
if (mode)
|
||||
sector[mirror[i].wallnum].ceilingstat |= 1;
|
||||
else
|
||||
sector[mirror[i].wallnum].ceilingstat &= ~1;
|
||||
break;
|
||||
case 2:
|
||||
if (mode)
|
||||
sector[mirror[i].wallnum].floorstat |= 1;
|
||||
else
|
||||
sector[mirror[i].wallnum].floorstat &= ~1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void sub_557C4(int x, int y, int interpolation)
|
||||
{
|
||||
if (spritesortcnt == 0) return;
|
||||
int nViewSprites = spritesortcnt-1;
|
||||
for (int nTSprite = nViewSprites; nTSprite >= 0; nTSprite--)
|
||||
{
|
||||
tspritetype *pTSprite = &tsprite[nTSprite];
|
||||
pTSprite->xrepeat = pTSprite->yrepeat = 0;
|
||||
}
|
||||
for (int i = mirrorcnt-1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080+i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
if (mirror[i].type == 1 || mirror[i].type == 2)
|
||||
{
|
||||
int nSector = mirror[i].link;
|
||||
int nSector2 = mirror[i].wallnum;
|
||||
int nSprite;
|
||||
SectIterator it(nSector);
|
||||
while ((nSprite = it.NextIndex()) >= 0)
|
||||
{
|
||||
spritetype *pSprite = &sprite[nSprite];
|
||||
if (pSprite == gView->pSprite)
|
||||
continue;
|
||||
int top, bottom;
|
||||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
int zCeil, zFloor;
|
||||
getzsofslope(nSector, pSprite->x, pSprite->y, &zCeil, &zFloor);
|
||||
if (pSprite->statnum == kStatDude && (top < zCeil || bottom > zFloor))
|
||||
{
|
||||
int j = i;
|
||||
if (mirror[i].type == 2)
|
||||
j++;
|
||||
else
|
||||
j--;
|
||||
int dx = mirror[j].dx;
|
||||
int dy = mirror[j].dy;
|
||||
int dz = mirror[j].dz;
|
||||
tspritetype *pTSprite = &tsprite[spritesortcnt];
|
||||
memset(pTSprite, 0, sizeof(tspritetype));
|
||||
pTSprite->type = pSprite->type;
|
||||
pTSprite->index = pSprite->index;
|
||||
pTSprite->sectnum = nSector2;
|
||||
pTSprite->x = pSprite->x+dx;
|
||||
pTSprite->y = pSprite->y+dy;
|
||||
pTSprite->z = pSprite->z+dz;
|
||||
pTSprite->ang = pSprite->ang;
|
||||
pTSprite->picnum = pSprite->picnum;
|
||||
pTSprite->shade = pSprite->shade;
|
||||
pTSprite->pal = pSprite->pal;
|
||||
pTSprite->xrepeat = pSprite->xrepeat;
|
||||
pTSprite->yrepeat = pSprite->yrepeat;
|
||||
pTSprite->xoffset = pSprite->xoffset;
|
||||
pTSprite->yoffset = pSprite->yoffset;
|
||||
pTSprite->cstat = pSprite->cstat;
|
||||
pTSprite->statnum = kStatDecoration;
|
||||
pTSprite->owner = pSprite->index;
|
||||
pTSprite->extra = pSprite->extra;
|
||||
pTSprite->flags = pSprite->hitag|0x200;
|
||||
pTSprite->x = dx+interpolate(pSprite->ox, pSprite->x, interpolation);
|
||||
pTSprite->y = dy+interpolate(pSprite->oy, pSprite->y, interpolation);
|
||||
pTSprite->z = dz+interpolate(pSprite->oz, pSprite->z, interpolation);
|
||||
pTSprite->ang = pSprite->interpolatedang(interpolation);
|
||||
spritesortcnt++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int nTSprite = spritesortcnt-1; nTSprite >= nViewSprites; nTSprite--)
|
||||
{
|
||||
tspritetype *pTSprite = &tsprite[nTSprite];
|
||||
int nAnim = 0;
|
||||
switch (picanm[pTSprite->picnum].extra&7)
|
||||
{
|
||||
case 1:
|
||||
{
|
||||
int dX = x - pTSprite->x;
|
||||
int dY = y - pTSprite->y;
|
||||
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
||||
nAnim = GetOctant(dX, dY);
|
||||
if (nAnim <= 4)
|
||||
{
|
||||
pTSprite->cstat &= ~4;
|
||||
}
|
||||
else
|
||||
{
|
||||
nAnim = 8 - nAnim;
|
||||
pTSprite->cstat |= 4;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
int dX = x - pTSprite->x;
|
||||
int dY = y - pTSprite->y;
|
||||
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
||||
nAnim = GetOctant(dX, dY);
|
||||
break;
|
||||
}
|
||||
}
|
||||
while (nAnim > 0)
|
||||
{
|
||||
pTSprite->picnum += picanm[pTSprite->picnum].num+1;
|
||||
nAnim--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer)
|
||||
{
|
||||
for (int i = mirrorcnt - 1; i >= 0; i--)
|
||||
{
|
||||
int nTile = 4080+i;
|
||||
if (TestBitString(gotpic, nTile))
|
||||
{
|
||||
ClearBitString(gotpic, nTile);
|
||||
switch (mirror[i].type)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
int nWall = mirror[i].link;
|
||||
int nSector = sectorofwall(nWall);
|
||||
walltype *pWall = &wall[nWall];
|
||||
int nNextWall = pWall->nextwall;
|
||||
int nNextSector = pWall->nextsector;
|
||||
pWall->nextwall = mirrorwall[0];
|
||||
pWall->nextsector = mirrorsector;
|
||||
wall[mirrorwall[0]].nextwall = nWall;
|
||||
wall[mirrorwall[0]].nextsector = nSector;
|
||||
wall[mirrorwall[0]].x = wall[pWall->point2].x;
|
||||
wall[mirrorwall[0]].y = wall[pWall->point2].y;
|
||||
wall[mirrorwall[1]].x = pWall->x;
|
||||
wall[mirrorwall[1]].y = pWall->y;
|
||||
wall[mirrorwall[2]].x = wall[mirrorwall[1]].x+(wall[mirrorwall[1]].x-wall[mirrorwall[0]].x)*16;
|
||||
wall[mirrorwall[2]].y = wall[mirrorwall[1]].y+(wall[mirrorwall[1]].y-wall[mirrorwall[0]].y)*16;
|
||||
wall[mirrorwall[3]].x = wall[mirrorwall[0]].x+(wall[mirrorwall[0]].x-wall[mirrorwall[1]].x)*16;
|
||||
wall[mirrorwall[3]].y = wall[mirrorwall[0]].y+(wall[mirrorwall[0]].y-wall[mirrorwall[1]].y)*16;
|
||||
sector[mirrorsector].floorz = sector[nSector].floorz;
|
||||
sector[mirrorsector].ceilingz = sector[nSector].ceilingz;
|
||||
int cx, cy, ca;
|
||||
if (GetWallType(nWall) == kWallStack)
|
||||
{
|
||||
cx = x - (wall[pWall->hitag].x-wall[pWall->point2].x);
|
||||
cy = y - (wall[pWall->hitag].y-wall[pWall->point2].y);
|
||||
ca = a;
|
||||
}
|
||||
else
|
||||
{
|
||||
renderPrepareMirror(x,y,z,a,horiz,nWall,&cx,&cy,&ca);
|
||||
}
|
||||
int32_t didmirror = renderDrawRoomsQ16(cx, cy, z, ca,horiz,mirrorsector|MAXSECTORS);
|
||||
viewProcessSprites(cx,cy,z,FixedToInt(ca),smooth);
|
||||
renderDrawMasks();
|
||||
if (GetWallType(nWall) != kWallStack)
|
||||
renderCompleteMirror();
|
||||
if (wall[nWall].pal != 0 || wall[nWall].shade != 0)
|
||||
TranslateMirrorColors(wall[nWall].shade, wall[nWall].pal);
|
||||
pWall->nextwall = nNextWall;
|
||||
pWall->nextsector = nNextSector;
|
||||
return;
|
||||
}
|
||||
case 1:
|
||||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 514;
|
||||
}
|
||||
}
|
||||
renderDrawRoomsQ16(x+mirror[i].dx, y+mirror[i].dy, z+mirror[i].dz, a, horiz, nSector|MAXSECTORS);
|
||||
viewProcessSprites(x+mirror[i].dx, y+mirror[i].dy, z+mirror[i].dz, FixedToInt(a), smooth);
|
||||
short fstat = sector[nSector].floorstat;
|
||||
sector[nSector].floorstat |= 1;
|
||||
renderDrawMasks();
|
||||
sector[nSector].floorstat = fstat;
|
||||
for (int i = 0; i < 16; i++)
|
||||
ClearBitString(gotpic, 4080+i);
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat = bakCstat;
|
||||
}
|
||||
r_rorphase = 0;
|
||||
return;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat |= 514;
|
||||
}
|
||||
}
|
||||
renderDrawRoomsQ16(x+mirror[i].dx, y+mirror[i].dy, z+mirror[i].dz, a, horiz, nSector|MAXSECTORS);
|
||||
viewProcessSprites(x+mirror[i].dx, y+mirror[i].dy, z+mirror[i].dz, FixedToInt(a), smooth);
|
||||
short cstat = sector[nSector].ceilingstat;
|
||||
sector[nSector].ceilingstat |= 1;
|
||||
renderDrawMasks();
|
||||
sector[nSector].ceilingstat = cstat;
|
||||
for (int i = 0; i < 16; i++)
|
||||
ClearBitString(gotpic, 4080+i);
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
gPlayer[viewPlayer].pSprite->cstat = bakCstat;
|
||||
}
|
||||
r_rorphase = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -37,8 +37,8 @@ void FireInit(void);
|
|||
void FireProcess(void);
|
||||
void UpdateNetworkMenus(void);
|
||||
void InitMirrors(void);
|
||||
void sub_5571C(char mode);
|
||||
void sub_557C4(int x, int y, int interpolation);
|
||||
void setPortalFlags(char mode);
|
||||
void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
|
||||
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
|
||||
int qanimateoffs(int a1, int a2);
|
||||
void HookReplaceFunctions();
|
||||
|
|
|
@ -34,7 +34,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "mmulti.h"
|
||||
#include "blood.h"
|
||||
#include "savegamehelp.h"
|
||||
#include "bloodactor.h"
|
||||
|
||||
BEGIN_BLD_NS
|
||||
|
||||
|
|
|
@ -355,10 +355,11 @@ XSPRITE* evrListRedirectors(int objType, int objXIndex, XSPRITE* pXRedir, int* t
|
|||
XSPRITE* evrIsRedirector(int nSprite);
|
||||
int listTx(XSPRITE* pXRedir, int tx);
|
||||
void seqSpawnerOffSameTx(XSPRITE* pXSource);
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// This file provides modern features for mappers.
|
||||
// For full documentation please visit http://cruo.bloodgame.ru/xxsystem
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
END_BLD_NS
|
||||
|
||||
#endif
|
||||
|
|
|
@ -42,8 +42,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "automap.h"
|
||||
#include "gamefuncs.h"
|
||||
#include "v_draw.h"
|
||||
#include "render.h"
|
||||
#include "glbackend/glbackend.h"
|
||||
|
||||
EXTERN_CVAR(Bool, testnewrenderer)
|
||||
BEGIN_BLD_NS
|
||||
|
||||
FixedBitArray<kMaxSprites> gInterpolateSprite;
|
||||
|
@ -450,6 +452,101 @@ static void DrawMap(spritetype* pSprite)
|
|||
setViewport(hud_size);
|
||||
}
|
||||
|
||||
void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSectnum, double& zDelta)
|
||||
{
|
||||
int bobWidth, bobHeight;
|
||||
lookangle rotscrnang;
|
||||
double shakeX, shakeY;
|
||||
nSectnum = gView->pSprite->sectnum;
|
||||
if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
|
||||
{
|
||||
nSectnum = predict.sectnum;
|
||||
cX = interpolate(predictOld.x, predict.x, gInterpolate);
|
||||
cY = interpolate(predictOld.y, predict.y, gInterpolate);
|
||||
cZ = interpolate(predictOld.viewz, predict.viewz, gInterpolate);
|
||||
zDelta = finterpolate(predictOld.weaponZ, predict.weaponZ, gInterpolate);
|
||||
bobWidth = interpolate(predictOld.bobWidth, predict.bobWidth, gInterpolate);
|
||||
bobHeight = interpolate(predictOld.bobHeight, predict.bobHeight, gInterpolate);
|
||||
shakeX = finterpolate(predictOld.shakeBobX, predict.shakeBobX, gInterpolate);
|
||||
shakeY = finterpolate(predictOld.shakeBobY, predict.shakeBobY, gInterpolate);
|
||||
|
||||
if (!SyncInput())
|
||||
{
|
||||
cA = bamang(predict.angle.asbam() + predict.look_ang.asbam());
|
||||
cH = predict.horiz + predict.horizoff;
|
||||
rotscrnang = predict.rotscrnang;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t oang = predictOld.angle.asbam() + predictOld.look_ang.asbam();
|
||||
uint32_t ang = predict.angle.asbam() + predict.look_ang.asbam();
|
||||
cA = interpolateangbin(oang, ang, gInterpolate);
|
||||
|
||||
fixed_t ohoriz = (predictOld.horiz + predictOld.horizoff).asq16();
|
||||
fixed_t horiz = (predict.horiz + predict.horizoff).asq16();
|
||||
cH = q16horiz(interpolate(ohoriz, horiz, gInterpolate));
|
||||
|
||||
rotscrnang = interpolateanglook(predictOld.rotscrnang.asbam(), predict.rotscrnang.asbam(), gInterpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
VIEW* pView = &gPrevView[gViewIndex];
|
||||
cX = interpolate(pView->x, gView->pSprite->x, gInterpolate);
|
||||
cY = interpolate(pView->y, gView->pSprite->y, gInterpolate);
|
||||
cZ = interpolate(pView->viewz, gView->zView, gInterpolate);
|
||||
zDelta = finterpolate(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
|
||||
bobWidth = interpolate(pView->bobWidth, gView->bobWidth, gInterpolate);
|
||||
bobHeight = interpolate(pView->bobHeight, gView->bobHeight, gInterpolate);
|
||||
shakeX = finterpolate(pView->shakeBobX, gView->swayWidth, gInterpolate);
|
||||
shakeY = finterpolate(pView->shakeBobY, gView->swayHeight, gInterpolate);
|
||||
|
||||
if (!SyncInput())
|
||||
{
|
||||
cA = gView->angle.sum();
|
||||
cH = gView->horizon.sum();
|
||||
rotscrnang = gView->angle.rotscrnang;
|
||||
}
|
||||
else
|
||||
{
|
||||
cA = gView->angle.interpolatedsum(gInterpolate);
|
||||
cH = gView->horizon.interpolatedsum(gInterpolate);
|
||||
rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
|
||||
}
|
||||
}
|
||||
|
||||
viewUpdateShake();
|
||||
cH += buildhoriz(shakeHoriz);
|
||||
cA += buildang(shakeAngle);
|
||||
cX += shakeX;
|
||||
cY += shakeY;
|
||||
cZ += shakeZ;
|
||||
shakeX += shakeBobX;
|
||||
shakeY += shakeBobY;
|
||||
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
if (cl_viewhbob)
|
||||
{
|
||||
cX -= MulScale(bobWidth, Sin(cA.asbuild()), 30) >> 4;
|
||||
cY += MulScale(bobWidth, Cos(cA.asbuild()), 30) >> 4;
|
||||
}
|
||||
if (cl_viewvbob)
|
||||
{
|
||||
cZ += bobHeight;
|
||||
}
|
||||
cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
|
||||
cameradist = -1;
|
||||
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
||||
}
|
||||
else
|
||||
{
|
||||
calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, (short*)&nSectnum, cA, cH, gInterpolate);
|
||||
}
|
||||
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
|
||||
renderSetRollAngle(rotscrnang.asbuildf());
|
||||
}
|
||||
|
||||
void renderCrystalBall()
|
||||
{
|
||||
#if 0
|
||||
|
@ -541,23 +638,7 @@ RORHACKOTHER:
|
|||
#endif
|
||||
}
|
||||
|
||||
void render3DViewPolymost()
|
||||
{
|
||||
int yxAspect = yxaspect;
|
||||
int viewingRange = viewingrange;
|
||||
videoSetCorrectedAspect();
|
||||
|
||||
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
|
||||
|
||||
renderSetAspect(v1, yxaspect);
|
||||
|
||||
}
|
||||
|
||||
// The hackery in this code necessitates separating the main render functions because the modern renderer does not need
|
||||
// the messed up way to render portals.
|
||||
void render3DViewModern()
|
||||
{
|
||||
}
|
||||
void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH);
|
||||
|
||||
void viewDrawScreen(bool sceneonly)
|
||||
{
|
||||
|
@ -600,113 +681,25 @@ void viewDrawScreen(bool sceneonly)
|
|||
UpdateDacs(basepal);
|
||||
UpdateBlend();
|
||||
|
||||
int cX, cY, cZ, bobWidth, bobHeight;
|
||||
lookangle rotscrnang;
|
||||
int cX, cY, cZ;
|
||||
binangle cA;
|
||||
fixedhoriz cH;
|
||||
double zDelta, shakeX, shakeY;
|
||||
int nSectnum = gView->pSprite->sectnum;
|
||||
if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
|
||||
{
|
||||
nSectnum = predict.sectnum;
|
||||
cX = interpolate(predictOld.x, predict.x, gInterpolate);
|
||||
cY = interpolate(predictOld.y, predict.y, gInterpolate);
|
||||
cZ = interpolate(predictOld.viewz, predict.viewz, gInterpolate);
|
||||
zDelta = finterpolate(predictOld.weaponZ, predict.weaponZ, gInterpolate);
|
||||
bobWidth = interpolate(predictOld.bobWidth, predict.bobWidth, gInterpolate);
|
||||
bobHeight = interpolate(predictOld.bobHeight, predict.bobHeight, gInterpolate);
|
||||
shakeX = finterpolate(predictOld.shakeBobX, predict.shakeBobX, gInterpolate);
|
||||
shakeY = finterpolate(predictOld.shakeBobY, predict.shakeBobY, gInterpolate);
|
||||
int nSectnum;
|
||||
double zDelta;
|
||||
SetupView(cX, cY, cZ, cA, cH, nSectnum, zDelta);
|
||||
|
||||
if (!SyncInput())
|
||||
{
|
||||
cA = bamang(predict.angle.asbam() + predict.look_ang.asbam());
|
||||
cH = predict.horiz + predict.horizoff;
|
||||
rotscrnang = predict.rotscrnang;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t oang = predictOld.angle.asbam() + predictOld.look_ang.asbam();
|
||||
uint32_t ang = predict.angle.asbam() + predict.look_ang.asbam();
|
||||
cA = interpolateangbin(oang, ang, gInterpolate);
|
||||
|
||||
fixed_t ohoriz = (predictOld.horiz + predictOld.horizoff).asq16();
|
||||
fixed_t horiz = (predict.horiz + predict.horizoff).asq16();
|
||||
cH = q16horiz(interpolate(ohoriz, horiz, gInterpolate));
|
||||
|
||||
rotscrnang = interpolateanglook(predictOld.rotscrnang.asbam(), predict.rotscrnang.asbam(), gInterpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
VIEW* pView = &gPrevView[gViewIndex];
|
||||
cX = interpolate(pView->x, gView->pSprite->x, gInterpolate);
|
||||
cY = interpolate(pView->y, gView->pSprite->y, gInterpolate);
|
||||
cZ = interpolate(pView->viewz, gView->zView, gInterpolate);
|
||||
zDelta = finterpolate(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
|
||||
bobWidth = interpolate(pView->bobWidth, gView->bobWidth, gInterpolate);
|
||||
bobHeight = interpolate(pView->bobHeight, gView->bobHeight, gInterpolate);
|
||||
shakeX = finterpolate(pView->shakeBobX, gView->swayWidth, gInterpolate);
|
||||
shakeY = finterpolate(pView->shakeBobY, gView->swayHeight, gInterpolate);
|
||||
|
||||
if (!SyncInput())
|
||||
{
|
||||
cA = gView->angle.sum();
|
||||
cH = gView->horizon.sum();
|
||||
rotscrnang = gView->angle.rotscrnang;
|
||||
}
|
||||
else
|
||||
{
|
||||
cA = gView->angle.interpolatedsum(gInterpolate);
|
||||
cH = gView->horizon.interpolatedsum(gInterpolate);
|
||||
rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
|
||||
}
|
||||
}
|
||||
|
||||
viewUpdateShake();
|
||||
cH += buildhoriz(shakeHoriz);
|
||||
cA += buildang(shakeAngle);
|
||||
cX += shakeX;
|
||||
cY += shakeY;
|
||||
cZ += shakeZ;
|
||||
shakeX += shakeBobX;
|
||||
shakeY += shakeBobY;
|
||||
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
if (cl_viewhbob)
|
||||
{
|
||||
cX -= MulScale(bobWidth, Sin(cA.asbuild()), 30) >> 4;
|
||||
cY += MulScale(bobWidth, Cos(cA.asbuild()), 30) >> 4;
|
||||
}
|
||||
if (cl_viewvbob)
|
||||
{
|
||||
cZ += bobHeight;
|
||||
}
|
||||
cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
|
||||
cameradist = -1;
|
||||
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
||||
}
|
||||
else
|
||||
{
|
||||
calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, (short*)&nSectnum, cA, cH, gInterpolate);
|
||||
}
|
||||
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
|
||||
int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
|
||||
int tilt = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
|
||||
uint8_t v14 = 0;
|
||||
uint8_t v10 = 0;
|
||||
bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
|
||||
static bool bDeliriumOld = false;
|
||||
//int tiltcs, tiltdim;
|
||||
uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0;
|
||||
#ifdef USE_OPENGL
|
||||
renderSetRollAngle(rotscrnang.asbuildf());
|
||||
#endif
|
||||
if (v78 || bDelirium)
|
||||
uint8_t otherview = powerupCheck(gView, kPwUpCrystalBall) > 0;
|
||||
if (tilt || bDelirium)
|
||||
{
|
||||
renderSetRollAngle(v78);
|
||||
renderSetRollAngle(tilt);
|
||||
}
|
||||
else if (v4 && gNetPlayers > 1)
|
||||
else if (otherview && gNetPlayers > 1)
|
||||
{
|
||||
#if 0
|
||||
renderCrystalBall();
|
||||
|
@ -723,7 +716,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
deliriumTurn = 0;
|
||||
deliriumPitch = 0;
|
||||
}
|
||||
int unk = 0;
|
||||
int brightness = 0;
|
||||
|
||||
int nSprite;
|
||||
StatIterator it(kStatExplosion);
|
||||
|
@ -735,7 +728,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
XSPRITE* pXSprite = &xsprite[nXSprite];
|
||||
if (TestBitString(gotsector, pSprite->sectnum))
|
||||
{
|
||||
unk += pXSprite->data3 * 32;
|
||||
brightness += pXSprite->data3 * 32;
|
||||
}
|
||||
}
|
||||
it.Reset(kStatProjectile);
|
||||
|
@ -747,81 +740,49 @@ void viewDrawScreen(bool sceneonly)
|
|||
case kMissileTeslaAlt:
|
||||
case kMissileFlareAlt:
|
||||
case kMissileTeslaRegular:
|
||||
if (TestBitString(gotsector, pSprite->sectnum)) unk += 256;
|
||||
if (TestBitString(gotsector, pSprite->sectnum)) brightness += 256;
|
||||
break;
|
||||
}
|
||||
}
|
||||
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
|
||||
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - brightness, 0));
|
||||
cA += q16ang(interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate));
|
||||
int vfc, vf8;
|
||||
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
|
||||
if (cZ >= vf8)
|
||||
|
||||
int ceilingZ, floorZ;
|
||||
getzsofslope(nSectnum, cX, cY, &ceilingZ, &floorZ);
|
||||
if (cZ >= floorZ)
|
||||
{
|
||||
cZ = vf8 - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
cZ = floorZ - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
}
|
||||
if (cZ <= vfc)
|
||||
if (cZ <= ceilingZ)
|
||||
{
|
||||
cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
cZ = ceilingZ + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
|
||||
}
|
||||
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
|
||||
RORHACK:
|
||||
int ror_status[16];
|
||||
for (int i = 0; i < 16; i++)
|
||||
ror_status[i] = TestBitString(gotpic, 4080 + i);
|
||||
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
|
||||
DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
|
||||
int bakCstat = gView->pSprite->cstat;
|
||||
if (gViewPos == 0)
|
||||
{
|
||||
gView->pSprite->cstat |= 32768;
|
||||
}
|
||||
else
|
||||
{
|
||||
gView->pSprite->cstat |= 514;
|
||||
}
|
||||
|
||||
renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum);
|
||||
viewProcessSprites(cX, cY, cZ, cA.asbuild(), gInterpolate);
|
||||
bool do_ror_hack = false;
|
||||
for (int i = 0; i < 16; i++)
|
||||
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
|
||||
do_ror_hack = true;
|
||||
if (do_ror_hack)
|
||||
{
|
||||
gView->pSprite->cstat = bakCstat;
|
||||
spritesortcnt = 0;
|
||||
goto RORHACK;
|
||||
}
|
||||
sub_5571C(1);
|
||||
int nSpriteSortCnt = spritesortcnt;
|
||||
renderDrawMasks();
|
||||
spritesortcnt = nSpriteSortCnt;
|
||||
sub_5571C(0);
|
||||
sub_557C4(cX, cY, gInterpolate);
|
||||
renderDrawMasks();
|
||||
gView->pSprite->cstat = bakCstat;
|
||||
|
||||
if ((v78 || bDelirium) && !sceneonly)
|
||||
if ((tilt || bDelirium) && !sceneonly)
|
||||
{
|
||||
if (gDeliriumBlur)
|
||||
{
|
||||
// todo: Implement using modern techniques instead of relying on deprecated old stuff that isn't well supported anymore.
|
||||
/* names broken up so that searching for GL keywords won't find them anymore
|
||||
if (!bDeliriumOld)
|
||||
{
|
||||
g lAccum(GL_LOAD, 1.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
const float fBlur = pow(1.f/3.f, 30.f/g_frameRate);
|
||||
g lAccum(GL _MULT, fBlur);
|
||||
g lAccum(GL _ACCUM, 1.f-fBlur);
|
||||
g lAccum(GL _RETURN, 1.f);
|
||||
}
|
||||
*/
|
||||
// todo: Set up a blurring postprocessing shader.
|
||||
//const float fBlur = pow(1.f/3.f, 30.f/g_frameRate);
|
||||
//g lAccum(GL _MULT, fBlur);
|
||||
//g lAccum(GL _ACCUM, 1.f-fBlur);
|
||||
//g lAccum(GL _RETURN, 1.f);
|
||||
}
|
||||
}
|
||||
|
||||
if (testnewrenderer)
|
||||
{
|
||||
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
|
||||
int bakCstat = gView->pSprite->cstat;
|
||||
gView->pSprite->cstat |= (gViewPos == 0) ? CSTAT_SPRITE_INVISIBLE : CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANSLUCENT_INVERT;
|
||||
render_drawrooms(gView->pSprite, { cX, cY, cZ }, nSectnum, cA.asq16(), cH.asq16() + deliriumPitchI, 0, RSF_UPDATESECTOR);
|
||||
gView->pSprite->cstat = bakCstat;
|
||||
}
|
||||
else
|
||||
{
|
||||
render3DViewPolymost(nSectnum, cX, cY, cZ, cA, cH);
|
||||
}
|
||||
bDeliriumOld = bDelirium && gDeliriumBlur;
|
||||
|
||||
int nClipDist = gView->pSprite->clipdist << 2;
|
||||
|
|
Loading…
Reference in a new issue