- changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere. SVN r3258 (trunk)
This commit is contained in:
parent
03177090c0
commit
42091b1bb3
9 changed files with 136 additions and 126 deletions
138
src/r_things.cpp
138
src/r_things.cpp
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@ -62,6 +62,28 @@
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
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struct FCoverageBuffer
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{
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struct Span
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{
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Span *NextSpan;
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short Start, Stop;
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};
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FCoverageBuffer(int size);
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~FCoverageBuffer();
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void Clear();
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void InsertSpan(int listnum, int start, int stop);
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Span *AllocSpan();
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FMemArena SpanArena;
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Span **Spans; // [0..NumLists-1] span lists
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Span *FreeSpans;
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unsigned int NumLists;
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};
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void R_DeinitSpriteData();
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@ -316,9 +338,9 @@ void R_DrawVisSprite (vissprite_t *vis)
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fixed_t xiscale;
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ESPSResult mode;
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dc_colormap = vis->colormap;
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dc_colormap = vis->Style.colormap;
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mode = R_SetPatchStyle (vis->RenderStyle, vis->alpha, vis->Translation, vis->FillColor);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor);
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if (mode != DontDraw)
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{
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@ -390,8 +412,8 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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int flags = 0;
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// Do setup for blending.
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dc_colormap = spr->colormap;
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mode = R_SetPatchStyle(spr->RenderStyle, spr->alpha, spr->Translation, spr->FillColor);
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dc_colormap = spr->Style.colormap;
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor);
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if (mode == DontDraw)
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{
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@ -411,7 +433,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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}
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// Render the voxel, either directly to the screen or offscreen.
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R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->colormap, cliptop, clipbot,
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R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->Style.colormap, cliptop, clipbot,
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minslabz, maxslabz, flags);
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// Blend the voxel, if that's what we need to do.
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@ -753,11 +775,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->gzt = gzt; // killough 3/27/98
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vis->renderflags = thing->renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->RenderStyle = thing->RenderStyle;
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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vis->alpha = thing->alpha;
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vis->Style.alpha = thing->alpha;
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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@ -775,9 +797,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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@ -785,12 +807,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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FDynamicColormap *mybasecolormap = basecolormap;
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// Sprites that are added to the scene must fade to black.
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -806,7 +828,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// get light level
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if (fixedcolormap != NULL)
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{ // fixed map
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vis->colormap = fixedcolormap;
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vis->Style.colormap = fixedcolormap;
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}
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else
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{
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@ -816,15 +838,15 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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if (fixedlightlev >= 0)
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{
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vis->colormap = mybasecolormap->Maps + fixedlightlev;
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->colormap = mybasecolormap->Maps;
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vis->Style.colormap = mybasecolormap->Maps;
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}
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else
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{ // diminished light
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vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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(fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT);
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}
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}
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@ -1000,22 +1022,22 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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noaccel = false;
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if (pspnum <= ps_flash)
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{
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vis->alpha = owner->alpha;
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vis->RenderStyle = owner->RenderStyle;
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vis->Style.alpha = owner->alpha;
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vis->Style.RenderStyle = owner->RenderStyle;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -1030,7 +1052,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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if (realfixedcolormap != NULL)
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{ // fixed color
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vis->colormap = realfixedcolormap->Colormap;
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vis->Style.colormap = realfixedcolormap->Colormap;
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}
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else
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{
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@ -1040,35 +1062,35 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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}
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if (fixedlightlev >= 0)
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{
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vis->colormap = mybasecolormap->Maps + fixedlightlev;
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && psp->state->GetFullbright())
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{ // full bright
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vis->colormap = mybasecolormap->Maps; // [RH] use basecolormap
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vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
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}
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else
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{ // local light
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vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
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}
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}
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if (camera->Inventory != NULL)
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{
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lighttable_t *oldcolormap = vis->colormap;
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camera->Inventory->AlterWeaponSprite (vis);
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if (vis->colormap != oldcolormap)
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lighttable_t *oldcolormap = vis->Style.colormap;
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camera->Inventory->AlterWeaponSprite (&vis->Style);
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if (vis->Style.colormap != oldcolormap)
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{
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// The colormap has changed. Is it one we can easily identify?
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// If not, then don't bother trying to identify it for
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// hardware accelerated drawing.
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if (vis->colormap < SpecialColormaps[0].Colormap ||
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vis->colormap > SpecialColormaps.Last().Colormap)
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if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
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vis->Style.colormap > SpecialColormaps.Last().Colormap)
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{
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noaccel = true;
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}
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// Has the basecolormap changed? If so, we can't hardware accelerate it,
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// since we don't know what it is anymore.
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else if (vis->colormap < mybasecolormap->Maps ||
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vis->colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
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else if (vis->Style.colormap < mybasecolormap->Maps ||
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vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
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{
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noaccel = true;
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}
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@ -1076,8 +1098,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis->colormap >= SpecialColormaps[0].Colormap &&
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vis->colormap <= SpecialColormaps.Last().Colormap))
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if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap <= SpecialColormaps.Last().Colormap))
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{
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noaccel = true;
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}
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@ -1094,15 +1116,15 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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else
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{
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VisPSpritesBaseColormap[pspnum] = basecolormap;
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vis->colormap = basecolormap->Maps;
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vis->RenderStyle = STYLE_Normal;
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vis->Style.colormap = basecolormap->Maps;
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vis->Style.RenderStyle = STYLE_Normal;
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = vis->RenderStyle;
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FRenderStyle style = vis->Style.RenderStyle;
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style.CheckFuzz();
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if (style.BlendOp != STYLEOP_Fuzz)
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{
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@ -1237,18 +1259,18 @@ void R_DrawRemainingPlayerSprites()
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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if (vis->colormap >= SpecialColormaps[0].Colormap &&
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vis->colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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{
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// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
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ptrdiff_t specialmap = (vis->colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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special = &SpecialColormaps[specialmap];
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}
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else if (colormap->Color == PalEntry(255,255,255) &&
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colormap->Desaturate == 0)
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{
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overlay = colormap->Fade;
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overlay.a = BYTE(((vis->colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
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overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
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}
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else
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{
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@ -1256,7 +1278,7 @@ void R_DrawRemainingPlayerSprites()
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colormapstyle.Color = colormap->Color;
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colormapstyle.Fade = colormap->Fade;
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colormapstyle.Desaturate = colormap->Desaturate;
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colormapstyle.FadeLevel = ((vis->colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
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colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
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}
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screen->DrawTexture(vis->pic,
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viewwindowx + VisPSpritesX1[i],
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@ -1271,8 +1293,8 @@ void R_DrawRemainingPlayerSprites()
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DTA_ClipTop, viewwindowy,
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DTA_ClipRight, viewwindowx + viewwidth,
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DTA_ClipBottom, viewwindowy + viewheight,
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DTA_Alpha, vis->alpha,
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DTA_RenderStyle, vis->RenderStyle,
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DTA_Alpha, vis->Style.alpha,
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DTA_RenderStyle, vis->Style.RenderStyle,
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DTA_FillColor, vis->FillColor,
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DTA_SpecialColormap, special,
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DTA_ColorOverlay, overlay.d,
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@ -1493,7 +1515,7 @@ void R_DrawSprite (vissprite_t *spr)
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int r1, r2;
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short topclip, botclip;
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short *clip1, *clip2;
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lighttable_t *colormap = spr->colormap;
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lighttable_t *colormap = spr->Style.colormap;
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F3DFloor *rover;
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FDynamicColormap *mybasecolormap;
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@ -1557,20 +1579,20 @@ void R_DrawSprite (vissprite_t *spr)
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// found new values, recalculate
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if (sec)
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{
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INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
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INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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if (spr->RenderStyle.Flags & STYLEF_InvertSource)
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if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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// Sprites that are added to the scene must fade to black.
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if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
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if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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@ -1590,16 +1612,16 @@ void R_DrawSprite (vissprite_t *spr)
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}
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if (fixedlightlev >= 0)
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{
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spr->colormap = mybasecolormap->Maps + fixedlightlev;
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spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->colormap = mybasecolormap->Maps;
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spr->Style.colormap = mybasecolormap->Maps;
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}
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else
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->colormap = mybasecolormap->Maps + (GETPALOOKUP (
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spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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(fixed_t)DivScale12 (r_SpriteVisibility, spr->depth), spriteshade) << COLORMAPSHIFT);
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}
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}
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@ -1750,7 +1772,7 @@ void R_DrawSprite (vissprite_t *spr)
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if (topclip >= botclip)
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{
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spr->colormap = colormap;
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spr->Style.colormap = colormap;
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return;
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}
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@ -1864,7 +1886,7 @@ void R_DrawSprite (vissprite_t *spr)
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}
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if (i == x2)
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{
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spr->colormap = colormap;
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spr->Style.colormap = colormap;
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return;
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}
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}
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@ -1872,7 +1894,7 @@ void R_DrawSprite (vissprite_t *spr)
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int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale;
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R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
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}
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spr->colormap = colormap;
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spr->Style.colormap = colormap;
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}
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// kg3D:
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@ -2205,17 +2227,17 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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if (fixedlightlev >= 0)
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{
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vis->colormap = map + fixedlightlev;
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vis->Style.colormap = map + fixedlightlev;
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}
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else if (fixedcolormap)
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{
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vis->colormap = fixedcolormap;
|
||||
vis->Style.colormap = fixedcolormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Using MulScale15 instead of 16 makes particles slightly more visible
|
||||
// than regular sprites.
|
||||
vis->colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
|
||||
vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
|
||||
shade) << COLORMAPSHIFT);
|
||||
}
|
||||
}
|
||||
|
|
@ -2249,7 +2271,7 @@ void R_DrawParticle (vissprite_t *vis)
|
|||
int spacing;
|
||||
BYTE *dest;
|
||||
DWORD fg;
|
||||
BYTE color = vis->colormap[vis->startfrac];
|
||||
BYTE color = vis->Style.colormap[vis->startfrac];
|
||||
int yl = vis->gzb;
|
||||
int ycount = vis->gzt - yl + 1;
|
||||
int x1 = vis->x1;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue