mirror of
https://github.com/ZDoom/Raze.git
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20edd800f9
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
1263 lines
35 KiB
C++
1263 lines
35 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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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 Lesser General Public License as published by
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// the Free Software Foundation, either version 2 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser 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 "texturemanager.h"
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#include "hw_dynlightdata.h"
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#include "hw_material.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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//#include "hw_lighting.h"
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#include "hw_drawinfo.h"
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#include "hw_portal.h"
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#include "hw_lightbuffer.h"
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#include "hw_renderstate.h"
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#include "hw_skydome.h"
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#include "hw_drawstructs.h"
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#include "hw_vertexmap.h"
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#include "buildtiles.h"
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#include "gamefuncs.h"
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#include "cmdlib.h"
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#include "texinfo.h"
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#include "v_video.h"
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#include "flatvertices.h"
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DCoreActor* wall_to_sprite_actors[8]; // gets updated each frame. Todo: Encapsulate this better without having to permanently store actors in the wall object.
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
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{
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double maxorthdist = 3 * maptoworld; // maximum orthogonal distance to be considered an attached sprite.
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double maxdistsq = maxorthdist * maxorthdist;
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walltype* best = nullptr;
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auto sect = tspr->sectp;
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double tx = tspr->pos.X;
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double ty = tspr->pos.Y;
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for(auto& wal : sect->walls)
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{
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// Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results.
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auto d = wal.delta();
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auto deltaang = absangle(d.Angle(), tspr->Angles.Yaw);
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const DAngle maxangdelta = DAngle360 / 1024;
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// angle of the sprite must either be the wall's normal or the negative wall's normal to be aligned.
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if (deltaang >= DAngle90 - maxangdelta && deltaang <= DAngle90 + maxangdelta)
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{
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if (!((tspr->Angles.Yaw.Buildang()) & 510))
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{
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// orthogonal lines do not check the actual position so that certain off-sector sprites get handled properly.
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// In Wanton Destruction's airplane level there's such a sprite assigned to the wrong sector.
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if (d.X == 0)
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{
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double newdist = fabs(tx - wal.pos.X);
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if (newdist < maxorthdist)
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{
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maxorthdist = newdist;
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best = &wal;
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}
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}
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else if (d.Y == 0)
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{
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double newdist = fabs(ty - wal.pos.Y);
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if (newdist < maxorthdist)
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{
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maxorthdist = newdist;
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best = &wal;
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}
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}
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}
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else
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{
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double wdist = SquareDistToWall(tx, ty, &wal, &outpos);
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if (wdist <= maxdistsq)
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{
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return &wal;
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}
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}
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}
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}
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return best;
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}
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//==========================================================================
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//
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// General purpose wall rendering function
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// everything goes through here
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//
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//==========================================================================
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void HWWall::RenderWall(HWDrawInfo *di, FRenderState &state, int textured)
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{
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assert(vertcount > 0);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_TriangleFan, vertindex, vertcount);
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vertexcount += vertcount;
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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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void HWWall::RenderFogBoundary(HWDrawInfo *di, FRenderState &state)
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{
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if (gl_fogmode)// && !di->isFullbrightScene())
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{
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state.EnableDrawBufferAttachments(false);
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SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
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state.SetEffect(EFF_FOGBOUNDARY);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetDepthBias(-1, -128);
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RenderWall(di, state, HWWall::RWF_BLANK);
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state.ClearDepthBias();
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state.SetEffect(EFF_NONE);
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state.EnableDrawBufferAttachments(true);
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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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//==========================================================================
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void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
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{
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if (!TexMan.mirrorTexture.isValid()) return;
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state.SetDepthFunc(DF_LEqual);
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// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
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state.EnableTextureMatrix(true);
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// Use sphere mapping for this
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state.SetEffect(EFF_SPHEREMAP);
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SetLightAndFog(di, state, fade, palette, min<int>(shade, numshades), visibility, alpha);
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//state.SetColor(PalEntry(25, globalr >> 1, globalg >> 1, globalb >> 1));
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state.SetColor(PalEntry(25, 128, 128, 128));
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state.SetRenderStyle(STYLE_Add);
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state.AlphaFunc(Alpha_Greater, 0);
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auto tex = TexMan.GetGameTexture(TexMan.mirrorTexture, false);
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state.SetMaterial(tex, UF_None, 0, CLAMP_NONE, 0, -1); // do not upscale the mirror texture.
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RenderWall(di, state, HWWall::RWF_BLANK);
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state.EnableTextureMatrix(false);
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state.SetEffect(EFF_NONE);
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state.AlphaFunc(Alpha_GEqual, 0.5f);
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state.SetDepthFunc(DF_Less);
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state.SetRenderStyle(STYLE_Translucent);
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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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void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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{
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SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
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state.SetMaterial(texture, UF_Texture, 0, (flags & (HWF_CLAMPX | HWF_CLAMPY)), TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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if (Sprite == nullptr)
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{
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if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
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{
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state.SetObjectColor(fade | 0xff000000);
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state.EnableTexture(false);
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}
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if (!(seg->cstat & CSTAT_WALL_ROTATE_90))
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{
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int h = (int)texture->GetDisplayHeight();
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int h2 = 1 << sizeToBits(h);
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if (h2 < h) h2 *= 2;
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if (h != h2)
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{
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float xOffset = 1.f / texture->GetDisplayWidth();
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state.SetNpotEmulation(float(h2) / h, xOffset);
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}
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}
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RenderWall(di, state, rflags);
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}
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else if (!(rflags & RWF_TRANS))
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{
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auto oldbias = state.GetDepthBias();
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if (walldist) state.SetDepthBias(-1, -129);
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else state.ClearDepthBias();
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RenderWall(di, state, rflags);
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state.SetDepthBias(oldbias);
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}
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else
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RenderWall(di, state, rflags);
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state.SetNpotEmulation(0.f, 0.f);
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state.SetObjectColor(0xffffffff);
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state.EnableTexture(true);
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/* none of these functions is in use.
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state.SetObjectColor2(0);
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state.SetAddColor(0);
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state.SetTextureMode(tmode);
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state.EnableGlow(false);
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state.EnableGradient(false);
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state.ApplyTextureManipulation(nullptr);
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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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//==========================================================================
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void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
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{
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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state.EnableBrightmap(false);
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}
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
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state.SetRenderStyle(STYLE_Translucent);
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state.EnableBrightmap(true);
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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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void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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rendered_lines++;
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if (screen->BuffersArePersistent())
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{
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/*
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if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
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{
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SetupLights(di, lightdata);
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}
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*/
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MakeVertices(di, !!(flags & HWWall::HWF_TRANSLUCENT));
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}
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state.SetNormal(glseg.Normal());
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if (!translucent)
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{
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RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
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}
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else
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{
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switch (type)
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{
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case RENDERWALL_MIRRORSURFACE:
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RenderMirrorSurface(di, state);
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break;
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case RENDERWALL_FOGBOUNDARY:
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RenderFogBoundary(di, state);
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break;
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default:
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RenderTranslucentWall(di, state);
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break;
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}
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}
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}
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//==========================================================================
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//
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// Collect lights for shader
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//
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//==========================================================================
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#if 0
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void HWWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
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{
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lightdata.Clear();
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if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return; // no lights on additively blended surfaces.
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// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
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switch (type)
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{
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case RENDERWALL_FOGBOUNDARY:
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case RENDERWALL_MIRRORSURFACE:
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case RENDERWALL_COLOR:
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return;
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}
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float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
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Plane p;
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
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FLightNode *node;
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if (seg->sidedef == NULL)
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{
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node = NULL;
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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node = seg->sidedef->lighthead;
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}
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else if (sub)
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{
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// Polobject segs cannot be checked per sidedef so use the subsector instead.
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node = sub->section->lighthead;
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}
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else node = NULL;
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// Iterate through all dynamic lights which touch this wall and render them
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while (node)
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{
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if (node->lightsource->IsActive())
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{
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iter_dlight++;
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DVector3 posrel = node->lightsource->PosRelative(seg->frontsector->PortalGroup);
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float x = posrel.X;
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float y = posrel.Y;
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float z = posrel.Z;
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = node->lightsource->GetRadius();
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float scale = 1.0f / ((2.f * radius) - dist);
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FVector3 fn, pos;
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if (radius > 0.f && dist < radius)
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{
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FVector3 nearPt, up, right;
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pos = { x, z, y };
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fn = p.Normal();
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fn.GetRightUp(right, up);
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FVector3 tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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FVector3 t1;
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int outcnt[4]={0,0,0,0};
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texcoord tcs[4];
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// do a quick check whether the light touches this polygon
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for(int i=0;i<4;i++)
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{
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t1 = FVector3(&vtx[i*3]);
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FVector3 nearToVert = t1 - nearPt;
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tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
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tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
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if (tcs[i].u<0) outcnt[0]++;
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if (tcs[i].u>1) outcnt[1]++;
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if (tcs[i].v<0) outcnt[2]++;
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if (tcs[i].v>1) outcnt[3]++;
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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draw_dlight += GetLight(lightdata, seg->frontsector->PortalGroup, p, node->lightsource, true);
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}
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}
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}
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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#endif
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWWall::PutWall(HWDrawInfo *di, bool translucent)
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{
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if (translucent || (texture && texture->GetTranslucency() && type == RENDERWALL_M2S))
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{
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flags |= HWF_TRANSLUCENT;
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ViewDistance = (di->Viewpoint.Pos.XY() - DVector2((glseg.x1 + glseg.x2) * 0.5f, (glseg.y1 + glseg.y2) * 0.5f)).LengthSquared();
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}
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if (seg && (seg->cstat & CSTAT_WALL_ROTATE_90))
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{
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float f;
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// rotate 90<39> clockwise. The coordinates have already been set up in rotated space, so all we need to do here is swap u and v and then negate the new v.
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f = tcs[UPLFT].u; tcs[UPLFT].u = tcs[UPLFT].v; tcs[UPLFT].v = 1.f - f;
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f = tcs[LOLFT].u; tcs[LOLFT].u = tcs[LOLFT].v; tcs[LOLFT].v = 1.f - f;
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f = tcs[UPRGT].u; tcs[UPRGT].u = tcs[UPRGT].v; tcs[UPRGT].v = 1.f - f;
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f = tcs[LORGT].u; tcs[LORGT].u = tcs[LORGT].v; tcs[LORGT].v = 1.f - f;
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}
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if (texture->isHardwareCanvas())
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{
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tcs[UPLFT].v = 1.f - tcs[UPLFT].v;
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tcs[LOLFT].v = 1.f - tcs[LOLFT].v;
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tcs[UPRGT].v = 1.f - tcs[UPRGT].v;
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tcs[LORGT].v = 1.f - tcs[LORGT].v;
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}
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if (!screen->BuffersArePersistent())
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{
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/*
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if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
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{
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SetupLights(di, lightdata);
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}
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*/
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MakeVertices(di, translucent);
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}
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di->AddWall(this);
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// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
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vertcount = 0;
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dynlightindex = -1;
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flags &= ~(HWF_TRANSLUCENT|HWF_CLAMPX|HWF_CLAMPY);
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}
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//==========================================================================
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//
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// will be done later.
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//
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//==========================================================================
|
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|
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void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
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{
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HWPortal * portal = nullptr;
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MakeVertices(di, false);
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switch (ptype)
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{
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#if 0
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// portals don't go into the draw list.
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// Instead they are added to the portal manager
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case PORTALTYPE_HORIZON:
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horizon = portalState.UniqueHorizons.Get(horizon);
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portal = di->FindPortal(horizon);
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if (!portal)
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{
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portal = new HWHorizonPortal(&portalState, horizon, di->Viewpoint);
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di->Portals.Push(portal);
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}
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portal->AddLine(this);
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break;
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case PORTALTYPE_SKYBOX:
|
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portal = di->FindPortal(secportal);
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if (!portal)
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{
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// either a regular skybox or an Eternity-style horizon
|
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if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(&portalState, secportal);
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else
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{
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portal = new HWSkyboxPortal(&portalState, secportal);
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di->Portals.Push(portal);
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}
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}
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portal->AddLine(this);
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break;
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#endif
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case PORTALTYPE_SECTORSTACK:
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portal = di->FindPortal(this->portal);
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if (!portal)
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{
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portal = new HWSectorStackPortal(&portalState, this->portal);
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di->Portals.Push(portal);
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}
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portal->AddLine(this);
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break;
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|
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#if 0
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case PORTALTYPE_PLANEMIRROR:
|
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if (portalState.PlaneMirrorMode * planemirror->fC() <= 0)
|
||
{
|
||
planemirror = portalState.UniquePlaneMirrors.Get(planemirror);
|
||
portal = di->FindPortal(planemirror);
|
||
if (!portal)
|
||
{
|
||
portal = new HWPlaneMirrorPortal(&portalState, planemirror);
|
||
di->Portals.Push(portal);
|
||
}
|
||
portal->AddLine(this);
|
||
}
|
||
break;
|
||
#endif
|
||
case PORTALTYPE_MIRROR:
|
||
// These are unique. No need to look existing ones up.
|
||
portal = new HWMirrorPortal(&portalState, seg);
|
||
di->Portals.Push(portal);
|
||
portal->AddLine(this);
|
||
if (gl_mirror_envmap)
|
||
{
|
||
// draw a reflective layer over the mirror
|
||
di->AddMirrorSurface(this);
|
||
}
|
||
break;
|
||
|
||
case PORTALTYPE_LINETOLINE:
|
||
// These are also unique.
|
||
portal = new HWLineToLinePortal(&portalState, seg, &wall[seg->portalnum]);
|
||
di->Portals.Push(portal);
|
||
portal->AddLine(this);
|
||
break;
|
||
|
||
case PORTALTYPE_LINETOSPRITE:
|
||
// These are also unique.
|
||
assert(seg->portalnum >= 0 && seg->portalnum < 8);
|
||
portal = new HWLineToSpritePortal(&portalState, seg, wall_to_sprite_actors[seg->portalnum]);
|
||
di->Portals.Push(portal);
|
||
portal->AddLine(this);
|
||
break;
|
||
|
||
case PORTALTYPE_SKY:
|
||
sky = portalState.UniqueSkies.Get(sky);
|
||
portal = di->FindPortal(sky);
|
||
if (!portal)
|
||
{
|
||
portal = new HWSkyPortal(screen->mSkyData, &portalState, sky);
|
||
di->Portals.Push(portal);
|
||
}
|
||
portal->AddLine(this);
|
||
break;
|
||
}
|
||
vertcount = 0;
|
||
|
||
if (plane != -1 && portal)
|
||
{
|
||
portal->planesused |= (1<<plane);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Build does not have horizon effects.
|
||
//
|
||
//==========================================================================
|
||
bool HWWall::DoHorizon(HWDrawInfo* di, walltype* seg, sectortype* fs, DVector2& v1, DVector2& v2)
|
||
{
|
||
#if 0
|
||
HWHorizonInfo hi;
|
||
lightlist_t * light;
|
||
|
||
// ZDoom doesn't support slopes in a horizon sector so I won't either!
|
||
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
|
||
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
||
|
||
auto vpz = di->Viewpoint.Pos.Z;
|
||
if (vpz < fs->GetPlaneTexZ(sector_t::ceiling))
|
||
{
|
||
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
||
zbottom[1] = zbottom[0] = vpz;
|
||
|
||
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
|
||
{
|
||
SkyPlane(di, fs, sector_t::ceiling, false);
|
||
}
|
||
else
|
||
{
|
||
horizon = &hi;
|
||
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
||
}
|
||
ztop[1] = ztop[0] = zbottom[0];
|
||
}
|
||
|
||
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
||
{
|
||
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
||
if (fs->GetTexture(sector_t::floor) == skyflatnum)
|
||
{
|
||
SkyPlane(di, fs, sector_t::floor, false);
|
||
}
|
||
else
|
||
{
|
||
horizon = &hi;
|
||
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
||
}
|
||
}
|
||
#endif
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
bool HWWall::SetWallCoordinates(walltype * seg, float topleft, float topright, float bottomleft, float bottomright)
|
||
{
|
||
//
|
||
//
|
||
// set up coordinates for the left side of the polygon
|
||
//
|
||
// check left side for intersections
|
||
if (topleft >= bottomleft)
|
||
{
|
||
// normal case
|
||
ztop[0] = topleft;
|
||
zbottom[0] = bottomleft;
|
||
}
|
||
else
|
||
{
|
||
// ceiling below floor - clip to the visible part of the wall
|
||
float dch = topright - topleft;
|
||
float dfh = bottomright - bottomleft;
|
||
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
||
float inter_y = topleft + inter_x * dch;
|
||
|
||
glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
||
glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
||
glseg.fracleft = inter_x;
|
||
|
||
zbottom[0] = ztop[0] = inter_y;
|
||
}
|
||
|
||
//
|
||
//
|
||
// set up coordinates for the right side of the polygon
|
||
//
|
||
// check left side for intersections
|
||
if (topright >= bottomright)
|
||
{
|
||
// normal case
|
||
ztop[1] = topright;
|
||
zbottom[1] = bottomright;
|
||
}
|
||
else
|
||
{
|
||
// ceiling below floor - clip to the visible part of the wall
|
||
float dch = topright - topleft;
|
||
float dfh = bottomright - bottomleft;
|
||
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
||
|
||
float inter_y = topleft + inter_x * dch;
|
||
|
||
glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
||
glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
||
glseg.fracright = inter_x;
|
||
|
||
zbottom[1] = ztop[1] = inter_y;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Do some tweaks with the texture coordinates to reduce visual glitches
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::CheckTexturePosition()
|
||
{
|
||
float sub;
|
||
|
||
if (texture->isHardwareCanvas()) return;
|
||
|
||
// clamp texture coordinates to a reasonable range.
|
||
// Extremely large values can cause visual problems
|
||
if (tcs[UPLFT].v < tcs[LOLFT].v || tcs[UPRGT].v < tcs[LORGT].v)
|
||
{
|
||
if (tcs[UPLFT].v < tcs[UPRGT].v)
|
||
{
|
||
sub = float(xs_FloorToInt(tcs[UPLFT].v));
|
||
}
|
||
else
|
||
{
|
||
sub = float(xs_FloorToInt(tcs[UPRGT].v));
|
||
}
|
||
tcs[UPLFT].v -= sub;
|
||
tcs[UPRGT].v -= sub;
|
||
tcs[LOLFT].v -= sub;
|
||
tcs[LORGT].v -= sub;
|
||
}
|
||
else
|
||
{
|
||
if (tcs[LOLFT].v < tcs[LORGT].v)
|
||
{
|
||
sub = float(xs_FloorToInt(tcs[LOLFT].v));
|
||
}
|
||
else
|
||
{
|
||
sub = float(xs_FloorToInt(tcs[LORGT].v));
|
||
}
|
||
tcs[UPLFT].v -= sub;
|
||
tcs[UPRGT].v -= sub;
|
||
tcs[LOLFT].v -= sub;
|
||
tcs[LORGT].v -= sub;
|
||
}
|
||
if (tcs[UPLFT].u >= 0.f && tcs[UPRGT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[LORGT].u >= 0.f &&
|
||
tcs[UPLFT].u <= 1.f && tcs[UPRGT].u <= 1.f && tcs[LOLFT].u <= 1.f && tcs[LORGT].u <= 1.f)
|
||
{
|
||
flags |= HWF_CLAMPX;
|
||
}
|
||
|
||
if (tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f &&
|
||
tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f)
|
||
{
|
||
flags |= HWF_CLAMPY;
|
||
}
|
||
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// Common part of wall drawers
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float refheight, float topleft, float topright, float bottomleft, float bottomright)
|
||
{
|
||
auto glsave = glseg;
|
||
SetWallCoordinates(wal, topleft, topright, bottomleft, bottomright);
|
||
|
||
bool xflipped = (wal->cstat & CSTAT_WALL_XFLIP);
|
||
float leftdist = xflipped ? 1.f - glseg.fracleft : glseg.fracleft;
|
||
float rightdist = xflipped ? 1.f - glseg.fracright : glseg.fracright;
|
||
|
||
float tw = texture->GetDisplayWidth();
|
||
float th = texture->GetDisplayHeight();
|
||
if (wal->cstat & CSTAT_WALL_ROTATE_90) std::swap(tw, th);
|
||
int pow2size = 1 << sizeToBits(th);
|
||
if (pow2size < th) pow2size *= 2;
|
||
float ypanning = refwall->ypan_ ? pow2size * refwall->ypan_ / (256.0f * th) : 0;
|
||
|
||
tcs[LOLFT].u = tcs[UPLFT].u = ((leftdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
||
tcs[LORGT].u = tcs[UPRGT].u = ((rightdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
||
|
||
auto setv = [=](float hl, float hr, float frac) -> float
|
||
{
|
||
float h = hl + (hr - hl) * frac;
|
||
h = (-(float)((refheight + h) * 256) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
|
||
if (refwall->cstat & CSTAT_WALL_YFLIP) h = -h;
|
||
return h;
|
||
};
|
||
|
||
tcs[UPLFT].v = setv(topleft, topright, glseg.fracleft);
|
||
tcs[LOLFT].v = setv(bottomleft, bottomright, glseg.fracleft);
|
||
tcs[UPRGT].v = setv(topleft, topright, glseg.fracright);
|
||
tcs[LORGT].v = setv(bottomleft, bottomright, glseg.fracright);
|
||
if (th == pow2size) CheckTexturePosition(); // for NPOT textures this adjustment can break things.
|
||
bool trans = type == RENDERWALL_M2S && maskWallHasTranslucency(wal);
|
||
if (trans)
|
||
{
|
||
RenderStyle = GetRenderStyle(0, !!(wal->cstat & CSTAT_WALL_TRANS_FLIP));
|
||
alpha = GetAlphaFromBlend((wal->cstat & CSTAT_WALL_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
||
}
|
||
PutWall(di, trans);
|
||
flags = 0;
|
||
glseg = glsave;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Handle one sided walls
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::DoOneSidedTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
||
float topleft, float topright, float bottomleft, float bottomright)
|
||
{
|
||
// get the alignment reference position.
|
||
float refheight;
|
||
|
||
if ((wal->cstat & CSTAT_WALL_1WAY) && backsector)
|
||
{
|
||
if ((!(wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->cstat & CSTAT_WALL_1WAY)) ||
|
||
((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->nextWall()->cstat & CSTAT_WALL_ALIGN_BOTTOM)))
|
||
refheight = frontsector->ceilingz;
|
||
else
|
||
refheight = backsector->floorz;
|
||
}
|
||
else
|
||
{
|
||
refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->floorz : frontsector->ceilingz;
|
||
}
|
||
|
||
type = RENDERWALL_M1S;
|
||
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::DoUpperTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
||
float topleft, float topright, float bottomleft, float bottomright)
|
||
{
|
||
// get the alignment reference position.
|
||
float refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->ceilingz;
|
||
|
||
type = RENDERWALL_TOP;
|
||
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
||
float topleft, float topright, float bottomleft, float bottomright)
|
||
{
|
||
// get the alignment reference position.
|
||
auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? wal->nextWall() : wal;
|
||
float refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
|
||
|
||
shade = refwall->shade;
|
||
palette = refwall->pal;
|
||
type = RENDERWALL_BOTTOM;
|
||
DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
|
||
sectortype* front, sectortype* back,
|
||
float fch1, float fch2, float ffh1, float ffh2,
|
||
float bch1, float bch2, float bfh1, float bfh2)
|
||
{
|
||
float topleft,bottomleft,topright,bottomright;
|
||
float refheight;
|
||
|
||
const int swapit = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM);
|
||
|
||
if (wal->cstat & CSTAT_WALL_1WAY)
|
||
{
|
||
// 1-sided wall
|
||
refheight = swapit ? front->ceilingz : back->ceilingz;
|
||
}
|
||
else
|
||
{
|
||
// masked wall
|
||
if (swapit)
|
||
refheight = min(front->floorz, back->floorz);
|
||
else
|
||
refheight = max(front->ceilingz, back->ceilingz);
|
||
}
|
||
if ((bch1 - fch1) * (bch2 - fch2) >= 0)
|
||
{
|
||
topleft = min(bch1, fch1);
|
||
topright = min(bch2, fch2);
|
||
}
|
||
else
|
||
{
|
||
// Front ceiling slope obstructs part of the wall
|
||
topleft = bch1;
|
||
topright = bch2;
|
||
}
|
||
if ((bfh1 - ffh1) * (bfh2 - ffh2) >= 0)
|
||
{
|
||
bottomleft = max(bfh1, ffh1);
|
||
bottomright = max(bfh2, ffh2);
|
||
}
|
||
else
|
||
{
|
||
// Front floor slope obstructs part of the wall
|
||
bottomleft = bfh1;
|
||
bottomright = bfh2;
|
||
}
|
||
if (topleft<=bottomleft && topright<=bottomright) return;
|
||
type = seg->cstat & CSTAT_WALL_1WAY ? RENDERWALL_M1S : RENDERWALL_M2S;
|
||
|
||
// todo: transparency.
|
||
|
||
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
||
RenderStyle = STYLE_Translucent;
|
||
alpha = 1.f;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector)
|
||
{
|
||
auto backwall = wal->twoSided()? wal->nextWall() : nullptr;
|
||
auto p2wall = wal->point2Wall();
|
||
|
||
float fch1;
|
||
float ffh1;
|
||
float fch2;
|
||
float ffh2;
|
||
|
||
FVector2 v1(wal->pos.X, -wal->pos.Y);
|
||
FVector2 v2(p2wall->pos.X, -p2wall->pos.Y);
|
||
|
||
PlanesAtPoint(frontsector, wal->pos.X, wal->pos.Y, &fch1, &ffh1);
|
||
PlanesAtPoint(frontsector, p2wall->pos.X, p2wall->pos.Y, &fch2, &ffh2);
|
||
|
||
|
||
#ifdef _DEBUG
|
||
if (wallindex(wal) == 34)
|
||
{
|
||
int a = 0;
|
||
}
|
||
#endif
|
||
|
||
this->seg = wal;
|
||
this->frontsector = frontsector;
|
||
this->backsector = backsector;
|
||
Sprite = nullptr;
|
||
vertindex = 0;
|
||
vertcount = 0;
|
||
|
||
glseg.x1 = v1.X;
|
||
glseg.y1 = v1.Y;
|
||
glseg.x2 = v2.X;
|
||
glseg.y2 = v2.Y;
|
||
glseg.fracleft = 0;
|
||
glseg.fracright = 1;
|
||
flags = 0;
|
||
dynlightindex = -1;
|
||
shade = wal->shade;
|
||
palette = wal->pal;
|
||
fade = lookups.getFade(wal->pal);
|
||
visibility = sectorVisibility(frontsector);
|
||
|
||
alpha = 1.0f;
|
||
RenderStyle = STYLE_Translucent;
|
||
texture = NULL;
|
||
|
||
if (gl_seamless)
|
||
{
|
||
auto v = &vertices[vertexMap[wallindex(wal)]];
|
||
if (v->dirty) v->RecalcVertexHeights();
|
||
v = &vertices[vertexMap[wal->point2]];
|
||
if (v->dirty) v->RecalcVertexHeights();
|
||
}
|
||
|
||
/*
|
||
if (wal->linedef->special == Line_Horizon)
|
||
{
|
||
SkyNormal(di, frontsector, v1, v2);
|
||
DoHorizon(di, wal, frontsector, v1, v2);
|
||
return;
|
||
}
|
||
*/
|
||
|
||
bool isportal = false;// wal->linedef->isVisualPortal() && wal->sidedef == wal->linedef->sidedef[0];
|
||
|
||
if (seg->portalflags)
|
||
{
|
||
int ptype = -1;
|
||
if (seg->portalflags == PORTAL_WALL_MIRROR) ptype = PORTALTYPE_MIRROR;
|
||
else if (seg->portalflags == PORTAL_WALL_VIEW) ptype = PORTALTYPE_LINETOLINE;
|
||
else if (seg->portalflags == PORTAL_WALL_TO_SPRITE) ptype = PORTALTYPE_LINETOSPRITE;
|
||
if (ptype != -1)
|
||
{
|
||
ztop[0] = fch1;
|
||
ztop[1] = fch2;
|
||
zbottom[0] = ffh1;
|
||
zbottom[1] = ffh2;
|
||
PutPortal(di, ptype, -1);
|
||
return;
|
||
}
|
||
}
|
||
|
||
|
||
if (!backsector || !backwall)
|
||
{
|
||
// sector's sky
|
||
SkyNormal(di, frontsector, v1, v2, fch1, fch2, ffh1, ffh2);
|
||
|
||
// normal texture
|
||
|
||
auto tilenum = ((wal->cstat & CSTAT_WALL_1WAY) && wal->nextwall != -1) ? wal->overtexture() : wal->walltexture();
|
||
texture = TexMan.GetGameTexture(tilenum, true);
|
||
if (texture && texture->isValid())
|
||
{
|
||
DoOneSidedTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2);
|
||
}
|
||
}
|
||
else // two sided
|
||
{
|
||
float bfh1;
|
||
float bfh2;
|
||
float bch1;
|
||
float bch2;
|
||
PlanesAtPoint(backsector, wal->pos.X, wal->pos.Y, &bch1, &bfh1);
|
||
PlanesAtPoint(backsector, p2wall->pos.X, p2wall->pos.Y, &bch2, &bfh2);
|
||
|
||
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
|
||
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
|
||
|
||
// upper texture
|
||
if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
|
||
{
|
||
float bch1a = bch1;
|
||
float bch2a = bch2;
|
||
if (ffh1 > bch1 || ffh2 > bch2)
|
||
{
|
||
// the back sector's floor obstructs part of this wall. Todo: Handle the portal case better.
|
||
if ((ffh1 > bch1 && ffh2 > bch2) || frontsector->portalflags == PORTAL_SECTOR_FLOOR)
|
||
{
|
||
bch2a = ffh2;
|
||
bch1a = ffh1;
|
||
}
|
||
}
|
||
|
||
if (bch1a < fch1 || bch2a < fch2)
|
||
{
|
||
auto tilenum = wal->walltexture();
|
||
texture = TexMan.GetGameTexture(tilenum, true);
|
||
if (texture && texture->isValid())
|
||
{
|
||
DoUpperTexture(di, wal, frontsector, backsector, fch1, fch2, bch1a, bch2a);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (wal->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY))
|
||
{
|
||
auto tilenum = wal->overtexture();
|
||
texture = TexMan.GetGameTexture(tilenum, true);
|
||
if (texture && texture->isValid())
|
||
{
|
||
DoMidTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
||
}
|
||
}
|
||
|
||
// lower texture
|
||
if (!(frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY))
|
||
{
|
||
if (fch1 < bfh1 || fch2 < bfh2)
|
||
{
|
||
// the back sector's ceiling obstructs part of this wall. Todo: Handle the portal case better.
|
||
if ((fch1 < bfh1 && fch2 < bfh2) || frontsector->portalflags == PORTAL_SECTOR_CEILING)
|
||
{
|
||
bfh1 = fch1;
|
||
bfh2 = fch2;
|
||
}
|
||
}
|
||
|
||
if (bfh1 > ffh1 || bfh2 > ffh2)
|
||
{
|
||
auto w = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? backwall : wal;
|
||
auto tilenum = w->walltexture();
|
||
texture = TexMan.GetGameTexture(tilenum, true);
|
||
if (texture && texture->isValid())
|
||
{
|
||
DoLowerTexture(di, wal, frontsector, backsector, bfh1, bfh2, ffh1, ffh2);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// checks if the wall sprite has changed since the last call.
|
||
// Returns:
|
||
// 0 if identical or only render style changed
|
||
// 1 if vertical orientation changed
|
||
// 2 if horizontal orientation changed
|
||
// 3 if positioning changed
|
||
//
|
||
//==========================================================================
|
||
|
||
int HWWall::CheckWallSprite(tspritetype* spr, tspritetype* last)
|
||
{
|
||
// If the position changed we need to recalculate everything.
|
||
if (spr->pos.XY() != last->pos.XY() || spr->sectp != last->sectp || spr->Angles.Yaw != last->Angles.Yaw) return 3;
|
||
|
||
// if the horizontal orientation changes we need to recalculate the walls this attaches to, but not the positioning.
|
||
if (spr->scale.X != last->scale.X || spr->xoffset != last->xoffset || spr->picnum != last->picnum || ((spr->cstat ^ last->cstat) & CSTAT_SPRITE_XFLIP)) return 2;
|
||
|
||
// only y-positioning changed - we need to re-check the wall tiers this sprite attaches to
|
||
if(spr->scale.Y != last->scale.Y || spr->yoffset != last->yoffset || ((spr->cstat ^ last->cstat) & (CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_YCENTER))) return 1;
|
||
|
||
// all remaining properties only affect the render style which is not relevant for positioning a wall sprite
|
||
return 0;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sector)
|
||
{
|
||
auto tex = TexMan.GetGameTexture(spr->spritetexture());
|
||
if (!tex || !tex->isValid()) return;
|
||
|
||
seg = nullptr;
|
||
Sprite = spr;
|
||
DVector2 pos[2];
|
||
|
||
GetWallSpritePosition(spr, spr->pos.XY(), pos, true);
|
||
glseg.x1 = pos[0].X;
|
||
glseg.y1 = -pos[0].Y;
|
||
glseg.x2 = pos[1].X;
|
||
glseg.y2 = -pos[1].Y;
|
||
|
||
if (spr->cstat & CSTAT_SPRITE_ONE_SIDE)
|
||
{
|
||
if (PointOnLineSide(di->Viewpoint.Pos.X, di->Viewpoint.Pos.Y, glseg.x1, glseg.y1, glseg.x2 - glseg.x1, glseg.y2 - glseg.y1) <= 0)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
|
||
vertindex = 0;
|
||
vertcount = 0;
|
||
type = RENDERWALL_M2S;
|
||
frontsector = sector;
|
||
backsector = sector;
|
||
texture = tex;
|
||
|
||
flags = HWF_CLAMPX|HWF_CLAMPY;
|
||
dynlightindex = -1;
|
||
shade = spr->shade;
|
||
palette = spr->pal;
|
||
fade = lookups.getFade(sector->floorpal); // fog is per sector.
|
||
visibility = sectorVisibility(sector);
|
||
|
||
SetSpriteTranslucency(Sprite, alpha, RenderStyle);
|
||
|
||
const TileOffs* tofs;
|
||
int height, topofs;
|
||
if (hw_hightile && (tofs = GetHiresOffset(spr->spritetexture())))
|
||
{
|
||
height = tofs->ysize;
|
||
topofs = tofs->yoffs + spr->yoffset;
|
||
}
|
||
else
|
||
{
|
||
height = (int)tex->GetDisplayHeight();
|
||
topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset);
|
||
}
|
||
|
||
DVector2 vec{};
|
||
walldist = IsOnWall(spr, height, vec);
|
||
if (walldist)
|
||
{
|
||
// project the sprite right onto the wall.
|
||
auto v1 = NearestPointOnWall(glseg.x1, -glseg.y1, walldist, false);
|
||
auto v2 = NearestPointOnWall(glseg.x2, -glseg.y2, walldist, false);
|
||
glseg.x1 = v1.X;
|
||
glseg.y1 = -v1.Y;
|
||
glseg.x2 = v2.X;
|
||
glseg.y2 = -v2.Y;
|
||
|
||
}
|
||
|
||
if (spr->cstat & CSTAT_SPRITE_YFLIP)
|
||
topofs = -topofs;
|
||
|
||
float yscale = spr->scale.Y;
|
||
float sprz = spr->pos.Z - topofs * yscale;
|
||
|
||
if (spr->cstat & CSTAT_SPRITE_YCENTER)
|
||
{
|
||
sprz += height * yscale * 0.5f;
|
||
if (height & 1) sprz += yscale * 0.5f; // Odd yspans
|
||
}
|
||
|
||
glseg.fracleft = 0;
|
||
glseg.fracright = 1;
|
||
tcs[LOLFT].u = tcs[UPLFT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
|
||
tcs[LORGT].u = tcs[UPRGT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
|
||
tcs[UPLFT].v = tcs[UPRGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
|
||
tcs[LOLFT].v = tcs[LORGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
|
||
|
||
zbottom[0] = zbottom[1] = -sprz;
|
||
ztop[0] = ztop[1] = -sprz + height * yscale;
|
||
if (zbottom[0] > ztop[0])
|
||
{
|
||
// reorder coordinates to make the clipping code below behave.
|
||
auto zz = zbottom[0];
|
||
zbottom[0] = zbottom[1] = ztop[0];
|
||
ztop[0] = ztop[1] = zz;
|
||
tcs[UPLFT].v = tcs[UPRGT].v = 1.f - tcs[UPLFT].v;
|
||
tcs[LOLFT].v = tcs[LORGT].v = 1.f - tcs[LOLFT].v;
|
||
}
|
||
|
||
// Clip sprites to ceilings/floors
|
||
if (!(sector->ceilingstat & CSTAT_SECTOR_SKY))
|
||
{
|
||
float polyh = (ztop[0] - zbottom[0]);
|
||
float ceilingz = -sector->ceilingz;
|
||
if (ceilingz < ztop[0] && ceilingz >= zbottom[0])
|
||
{
|
||
float newv = (ceilingz - zbottom[0]) / polyh;
|
||
tcs[UPLFT].v = tcs[UPRGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
|
||
ztop[0] = ztop[1] = ceilingz;
|
||
}
|
||
}
|
||
if (!(sector->floorstat & CSTAT_SECTOR_SKY))
|
||
{
|
||
float polyh = (ztop[0] - zbottom[0]);
|
||
float floorz = -sector->floorz;
|
||
if (floorz <= ztop[0] && floorz > zbottom[0])
|
||
{
|
||
float newv = (floorz - zbottom[0]) / polyh;
|
||
tcs[LOLFT].v = tcs[LORGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
|
||
zbottom[0] = zbottom[1] = floorz;
|
||
}
|
||
}
|
||
if (zbottom[0] >= ztop[0])
|
||
return; // nothing left to render.
|
||
|
||
// If the sprite is backward, flip it around so that we have guaranteed orientation when this is about to be sorted.
|
||
if (PointOnLineSide(di->Viewpoint.Pos.X, di->Viewpoint.Pos.Y, glseg.x1, glseg.y1, glseg.x2 - glseg.x1, glseg.y2 - glseg.y1 ) < 0)
|
||
{
|
||
std::swap(glseg.x1, glseg.x2);
|
||
std::swap(glseg.y1, glseg.y2);
|
||
// z is always the same on both sides.
|
||
std::swap(tcs[LOLFT], tcs[LORGT]);
|
||
std::swap(tcs[UPLFT], tcs[UPRGT]);
|
||
}
|
||
|
||
PutWall(di, spriteHasTranslucency(Sprite));
|
||
}
|