Move AddSprites to r_bsp and R_ProjectSprite to r_sprite

This commit is contained in:
Magnus Norddahl 2017-01-11 15:02:36 +01:00
commit 72762e583f
6 changed files with 525 additions and 537 deletions

View file

@ -35,6 +35,7 @@
#include "swrenderer/r_main.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/things/r_sprite.h"
#include "swrenderer/things/r_particle.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/line/r_wallsetup.h"
@ -76,12 +77,12 @@ namespace swrenderer
// Similar for ceiling, only reflected.
// [RH] allow per-plane lighting
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = sec->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = sec->GetCeilingLight();
}
@ -89,7 +90,7 @@ namespace swrenderer
FakeSide = WaterFakeSide::Center;
const sector_t *s = sec->GetHeightSec();
if (s != NULL)
if (s != nullptr)
{
sector_t *heightsec = viewsector->heightsec;
bool underwater = r_fakingunderwater ||
@ -116,12 +117,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -160,7 +161,7 @@ namespace swrenderer
// are underwater but not in a water sector themselves.
// Only works if you cannot see the top surface of any deep water
// sectors at the same time.
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == nullptr)
{
if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
frontcz2 <= s->floorplane.ZatPoint(backline->v2))
@ -215,12 +216,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -252,12 +253,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -376,7 +377,7 @@ namespace swrenderer
void RenderBSP::AddPolyobjs(subsector_t *sub)
{
if (sub->BSP == NULL || sub->BSP->bDirty)
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
@ -430,8 +431,8 @@ namespace swrenderer
//secplane_t templane;
lightlist_t *light;
if (InSubsector != NULL)
{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
if (InSubsector != nullptr)
{ // InSubsector is not nullptr. This means we are rendering from a mini-BSP.
outersubsector = false;
}
else
@ -445,14 +446,14 @@ namespace swrenderer
I_Error("RenderSubsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
#endif
assert(sub->sector != NULL);
assert(sub->sector != nullptr);
if (sub->polys)
{ // Render the polyobjs in the subsector first
AddPolyobjs(sub);
if (outersubsector)
{
InSubsector = NULL;
InSubsector = nullptr;
}
return;
}
@ -493,7 +494,7 @@ namespace swrenderer
visplane_t *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
portal != NULL ||
portal != nullptr ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
@ -505,7 +506,7 @@ namespace swrenderer
frontsector->planes[sector_t::ceiling].xform,
frontsector->sky,
portal
) : NULL;
) : nullptr;
if (ceilingplane)
R_AddPlaneLights(ceilingplane, frontsector->lighthead);
@ -533,7 +534,7 @@ namespace swrenderer
visplane_t *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
portal != NULL ||
portal != nullptr ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
@ -545,7 +546,7 @@ namespace swrenderer
frontsector->planes[sector_t::floor].xform,
frontsector->sky,
portal
) : NULL;
) : nullptr;
if (floorplane)
R_AddPlaneLights(floorplane, frontsector->lighthead);
@ -601,7 +602,7 @@ namespace swrenderer
floorlightlevel = *light->p_lightlevel;
}
ceilingplane = NULL;
ceilingplane = nullptr;
floorplane = R_FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + r_actualextralight, // killough 3/16/98
@ -609,7 +610,7 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
nullptr);
if (floorplane)
R_AddPlaneLights(floorplane, frontsector->lighthead);
@ -666,7 +667,7 @@ namespace swrenderer
}
tempsec.ceilingplane.ChangeHeight(1 / 65536.);
floorplane = NULL;
floorplane = nullptr;
ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + r_actualextralight, // killough 4/11/98
@ -674,7 +675,7 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
nullptr);
if (ceilingplane)
R_AddPlaneLights(ceilingplane, frontsector->lighthead);
@ -684,7 +685,7 @@ namespace swrenderer
frontsector = sub->sector;
}
}
clip3d->fakeFloor = NULL;
clip3d->fakeFloor = nullptr;
floorplane = backupfp;
ceilingplane = backupcp;
}
@ -698,7 +699,7 @@ namespace swrenderer
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
R_AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
// [RH] Add particles
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
@ -715,15 +716,15 @@ namespace swrenderer
while (count--)
{
if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
// kg3D - fake planes bounding calculation
if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
floorplane = NULL;
ceilingplane = NULL;
floorplane = nullptr;
ceilingplane = nullptr;
Clip3DFloors *clip3d = Clip3DFloors::Instance();
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
@ -742,7 +743,7 @@ namespace swrenderer
}
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
}
clip3d->fakeFloor = NULL;
clip3d->fakeFloor = nullptr;
clip3d->fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
@ -753,7 +754,7 @@ namespace swrenderer
}
if (outersubsector)
{
InSubsector = NULL;
InSubsector = nullptr;
}
}
@ -802,4 +803,62 @@ namespace swrenderer
fillshort(floorclip, viewwidth, viewheight);
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
}
void RenderBSP::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
{
F3DFloor *fakeceiling = nullptr;
F3DFloor *fakefloor = nullptr;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether it was already added.
if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
{
auto thing = p->m_thing;
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
}
// find fake level
for (auto rover : thing->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
if (!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
if (!fakefloor)
{
if (!rover->top.plane->isSlope())
{
if (rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
}
}
if (!rover->bottom.plane->isSlope())
{
if (rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite(thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
fakeceiling = nullptr;
fakefloor = nullptr;
}
}
}