mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 22:51:11 +00:00
357 lines
13 KiB
C++
357 lines
13 KiB
C++
#include "polymost.h"
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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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BloodSectIterator it(nSector);
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while (auto actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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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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if (pm_spritesortcnt < MAXSPRITESONSCREEN)
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{
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tspritetype* pTSprite = &pm_tsprite[pm_spritesortcnt++];
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*pTSprite = {};
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pTSprite->type = pSprite->type;
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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 = actor->GetSpriteIndex();
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pTSprite->flags = pSprite->hitag | 0x200;
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pTSprite->x = dx + interpolatedvalue(pSprite->ox, pSprite->x, interpolation);
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pTSprite->y = dy + interpolatedvalue(pSprite->oy, pSprite->y, interpolation);
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pTSprite->z = dz + interpolatedvalue(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;
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pTSprite->cstat |= 4;
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}
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break;
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}
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case 2:
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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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break;
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}
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}
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while (nAnim > 0)
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{
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pTSprite->picnum += picanm[pTSprite->picnum].num + 1;
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nAnim--;
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}
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pm_spritesortcnt++;
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}
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}
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}
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}
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void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation)
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{
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if (pm_spritesortcnt == 0) return;
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int nViewSprites = pm_spritesortcnt-1;
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for (int nTSprite = nViewSprites; nTSprite >= 0; nTSprite--)
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{
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tspritetype *pTSprite = &pm_tsprite[nTSprite];
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pTSprite->xrepeat = pTSprite->yrepeat = 0;
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}
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for (int i = mirrorcnt-1; i >= 0; i--)
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{
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int nTile = 4080+i;
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if (testgotpic(nTile))
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{
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if (mirror[i].type == 1 || mirror[i].type == 2)
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{
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collectTSpritesForPortal(x, y, i, interpolation);
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}
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}
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}
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}
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void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH)
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{
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videoSetCorrectedAspect();
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int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
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renderSetAspect(v1, yxaspect);
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RORHACK:
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bool ror_status[16];
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for (int i = 0; i < 16; i++)
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ror_status[i] = testgotpic(4080 + i);
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fixed_t deliriumPitchI = interpolatedvalue(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
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DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, int(gInterpolate), gViewIndex);
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int bakCstat = gView->pSprite->cstat;
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if (gViewPos == 0)
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{
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gView->pSprite->cstat |= 32768;
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}
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else
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{
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gView->pSprite->cstat |= 514;
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}
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renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum, false);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, cX, cY, cZ, cA.asbuild(), int(gInterpolate));
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bool do_ror_hack = false;
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for (int i = 0; i < 16; i++)
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if (ror_status[i] != testgotpic(4080 + i))
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do_ror_hack = true;
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if (do_ror_hack)
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{
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gView->pSprite->cstat = bakCstat;
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pm_spritesortcnt = 0;
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goto RORHACK;
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}
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setPortalFlags(1);
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int nSpriteSortCnt = pm_spritesortcnt;
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renderDrawMasks();
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pm_spritesortcnt = nSpriteSortCnt;
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setPortalFlags(0);
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processSpritesOnOtherSideOfPortal(cX, cY, int(gInterpolate));
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renderDrawMasks();
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gView->pSprite->cstat = bakCstat;
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}
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// hack the portal planes with the sky flag for rendering. Only Polymost needs this hack.
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void setPortalFlags(int mode)
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{
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for (int i = mirrorcnt - 1; i >= 0; i--)
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{
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int nTile = 4080 + i;
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if (testgotpic(nTile))
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{
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switch (mirror[i].type)
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{
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case 1:
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if (mode)
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sector[mirror[i].wallnum].ceilingstat |= 1;
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else
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sector[mirror[i].wallnum].ceilingstat &= ~1;
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break;
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case 2:
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if (mode)
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sector[mirror[i].wallnum].floorstat |= 1;
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else
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sector[mirror[i].wallnum].floorstat &= ~1;
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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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// Note: debug range checks on wall [] need to be disabled because this deliberately writes beyond the regular part.
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void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer)
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{
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auto wallarr = wall.Data(); // this disables the range checks for the wall TArray,
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for (int i = mirrorcnt - 1; i >= 0; i--)
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{
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int nTile = 4080 + i;
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if (testgotpic(nTile, true))
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{
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switch (mirror[i].type)
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{
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case 0:
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{
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numwalls += 4; // hack alert. Blood adds some dummy walls and sectors that must not be among the counter, but here they have to be valid.
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numsectors++;
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int nWall = mirror[i].link;
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int nSector = sectorofwall(nWall);
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walltype* pWall = &wall[nWall];
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int nNextWall = pWall->nextwall;
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int nNextSector = pWall->nextsector;
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pWall->nextwall = mirrorwall[0];
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pWall->nextsector = mirrorsector;
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wallarr[mirrorwall[0]].nextwall = nWall;
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wallarr[mirrorwall[0]].nextsector = nSector;
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wallarr[mirrorwall[0]].x = pWall->point2Wall()->x;
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wallarr[mirrorwall[0]].y = pWall->point2Wall()->y;
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wallarr[mirrorwall[1]].x = pWall->x;
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wallarr[mirrorwall[1]].y = pWall->y;
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wallarr[mirrorwall[2]].x = wallarr[mirrorwall[1]].x + (wallarr[mirrorwall[1]].x - wallarr[mirrorwall[0]].x) * 16;
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wallarr[mirrorwall[2]].y = wallarr[mirrorwall[1]].y + (wallarr[mirrorwall[1]].y - wallarr[mirrorwall[0]].y) * 16;
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wallarr[mirrorwall[3]].x = wallarr[mirrorwall[0]].x + (wallarr[mirrorwall[0]].x - wallarr[mirrorwall[1]].x) * 16;
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wallarr[mirrorwall[3]].y = wallarr[mirrorwall[0]].y + (wallarr[mirrorwall[0]].y - wallarr[mirrorwall[1]].y) * 16;
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sector.Data()[mirrorsector].floorz = sector[nSector].floorz;
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sector.Data()[mirrorsector].ceilingz = sector[nSector].ceilingz;
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int cx, cy, ca;
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if (pWall->type == kWallStack)
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{
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cx = x - (wall[pWall->hitag].x - pWall->point2Wall()->x);
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cy = y - (wall[pWall->hitag].y - pWall->point2Wall()->y);
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ca = a;
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}
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else
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{
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renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca);
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}
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renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, cx, cy, z, FixedToInt(ca), smooth);
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renderDrawMasks();
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if (pWall->type != kWallStack)
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renderCompleteMirror();
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pWall->nextwall = nNextWall;
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pWall->nextsector = nNextSector;
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numwalls -= 4;
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numsectors--;
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return;
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}
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case 1:
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{
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r_rorphase = 1;
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int nSector = mirror[i].link;
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int bakCstat = 0;
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if (viewPlayer >= 0)
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{
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bakCstat = gPlayer[viewPlayer].pSprite->cstat;
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if (gViewPos == 0)
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{
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gPlayer[viewPlayer].pSprite->cstat |= 32768;
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}
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else
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{
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gPlayer[viewPlayer].pSprite->cstat |= 514;
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}
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}
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renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
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auto fstat = sector[nSector].floorstat;
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sector[nSector].floorstat |= 1;
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renderDrawMasks();
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sector[nSector].floorstat = fstat;
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for (int i = 0; i < 16; i++)
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cleargotpic(4080 + i);
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if (viewPlayer >= 0)
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{
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gPlayer[viewPlayer].pSprite->cstat = bakCstat;
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}
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r_rorphase = 0;
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return;
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}
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case 2:
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{
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r_rorphase = 1;
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int nSector = mirror[i].link;
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int bakCstat = 0;
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if (viewPlayer >= 0)
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{
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bakCstat = gPlayer[viewPlayer].pSprite->cstat;
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if (gViewPos == 0)
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{
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gPlayer[viewPlayer].pSprite->cstat |= 32768;
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}
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else
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{
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gPlayer[viewPlayer].pSprite->cstat |= 514;
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}
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}
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renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
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auto cstat = sector[nSector].ceilingstat;
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sector[nSector].ceilingstat |= 1;
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renderDrawMasks();
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sector[nSector].ceilingstat = cstat;
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for (int i = 0; i < 16; i++)
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cleargotpic(4080 + i);
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if (viewPlayer >= 0)
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{
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gPlayer[viewPlayer].pSprite->cstat = bakCstat;
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}
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r_rorphase = 0;
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return;
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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 InitPolymostMirrorHack()
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{
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mirrorsector = numsectors;
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for (int i = 0; i < 4; i++)
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{
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mirrorwall[i] = numwalls + i;
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auto pWall = &(wall.Data()[mirrorwall[i]]);
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pWall->picnum = 504;
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pWall->overpicnum = 504;
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pWall->cstat = 0;
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pWall->nextsector = -1;
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pWall->nextwall = -1;
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pWall->point2 = numwalls + i + 1;
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}
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wall.Data()[mirrorwall[3]].point2 = mirrorwall[0];
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sector.Data()[mirrorsector].ceilingpicnum = 504;
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sector.Data()[mirrorsector].floorpicnum = 504;
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sector.Data()[mirrorsector].wallptr = mirrorwall[0];
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sector.Data()[mirrorsector].wallnum = 4;
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}
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void PolymostAllocFakeSector()
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{
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// these additional entries are needed by Blood's mirror code. We must get them upon map load to avoid a later occuring reallocation. Ugh...
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// We do not want to actually increase the array size for this, though because it may screw with the savegame code.
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// Before rendering this will temporarily be bumped up.
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sector.Reserve(1);
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wall.Reserve(4);
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sector.Resize(numsectors);
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wall.Resize(numwalls);
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}
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END_BLD_NS
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