- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
This commit is contained in:
parent
c77487dab8
commit
89d607c9a6
256 changed files with 193 additions and 191 deletions
947
src/rendering/swrenderer/line/r_renderdrawsegment.cpp
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947
src/rendering/swrenderer/line/r_renderdrawsegment.cpp
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@ -0,0 +1,947 @@
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//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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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 General Public License as published by
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// the Free Software Foundation, either version 3 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 General Public License for more details.
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//
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// You should have received a copy of the GNU 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 <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "d_net.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_fogboundary.h"
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#include "swrenderer/line/r_renderdrawsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/viewport/r_spritedrawer.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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RenderDrawSegment::RenderDrawSegment(RenderThread *thread)
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{
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Thread = thread;
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}
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void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2, Fake3DTranslucent clip3DFloor)
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{
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auto viewport = Thread->Viewport.get();
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curline = ds->curline;
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m3DFloor = clip3DFloor;
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if (Thread->MainThread)
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NetUpdate();
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frontsector = curline->frontsector;
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backsector = curline->backsector;
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// killough 4/13/98: get correct lightlevel for 2s normal textures
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sector_t tempsec;
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const sector_t *sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
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mLight.SetColormap(sec, curline);
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mLight.SetLightLeft(ds->light, ds->lightstep, ds->x1);
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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double clipTop = m3DFloor.clipTop ? m3DFloor.sclipTop : sec->ceilingplane.ZatPoint(Thread->Viewport->viewpoint.Pos);
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for (int i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (clipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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mLight.SetColormap(frontsector, curline, &frontsector->e->XFloor.lightlist[i]);
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break;
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}
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}
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float alpha = (float)MIN(curline->linedef->alpha, 1.);
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bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
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SpriteDrawerArgs columndrawerargs;
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ColormapLight cmlight;
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cmlight.SetColormap(Thread, MINZ, mLight.GetLightLevel(), mLight.GetFoggy(), mLight.GetBaseColormap(), false, false, false, false, false);
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bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, cmlight);
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if (!visible && !ds->bFogBoundary && !ds->Has3DFloorWalls())
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{
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return;
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}
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// [RH] Draw fog partition
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bool renderwall = true;
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bool notrelevant = false;
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if (ds->bFogBoundary)
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{
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const short *mfloorclip = ds->sprbottomclip - ds->x1;
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const short *mceilingclip = ds->sprtopclip - ds->x1;
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RenderFogBoundary renderfog;
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renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, mLight);
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if (ds->maskedtexturecol == nullptr)
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renderwall = false;
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}
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else if ((ds->Has3DFloorWalls() && !ds->Has3DFloorMidTexture()) || !visible)
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{
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renderwall = false;
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}
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if (renderwall)
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notrelevant = RenderWall(ds, x1, x2, columndrawerargs, visible);
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if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
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{
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RenderFakeWallRange(ds, x1, x2);
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}
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if (!notrelevant)
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{
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ds->sprclipped = true;
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fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
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}
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}
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bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, SpriteDrawerArgs &columndrawerargs, bool visible)
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{
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auto renderstyle = DefaultRenderStyle();
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auto viewport = Thread->Viewport.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (curline->sidedef->GetTexture(side_t::mid).isNull())
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return false;
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FTexture *ttex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::mid), true);
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if (curline->GetLevel()->i_compatflags & COMPATF_MASKEDMIDTEX)
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{
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ttex = ttex->GetRawTexture();
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}
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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const short *mfloorclip = ds->sprbottomclip - ds->x1;
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const short *mceilingclip = ds->sprtopclip - ds->x1;
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float *MaskedSWall = ds->swall - ds->x1;
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float MaskedScaleY = ds->yscale;
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fixed_t *maskedtexturecol = ds->maskedtexturecol - ds->x1;
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double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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float rw_scalestep = ds->iscalestep;
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// find positioning
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double texheight = tex->GetScaledHeightDouble();
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double texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
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if (texheightscale != 1)
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{
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texheight = texheight / texheightscale;
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}
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double texturemid;
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
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}
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else
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{
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texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
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}
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double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
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bool wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
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if (!wrap)
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{ // Texture does not wrap vertically.
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double textop;
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bool sprflipvert = false;
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if (MaskedScaleY < 0)
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{
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MaskedScaleY = -MaskedScaleY;
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sprflipvert = true;
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}
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if (tex->useWorldPanning(curline->GetLevel()))
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid += rowoffset - Thread->Viewport->viewpoint.Pos.Z;
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textop = texturemid;
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texturemid *= MaskedScaleY;
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}
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else
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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textop = texturemid + rowoffset / MaskedScaleY - Thread->Viewport->viewpoint.Pos.Z;
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texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
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}
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if (sprflipvert)
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{
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MaskedScaleY = -MaskedScaleY;
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texturemid -= tex->GetHeight() << FRACBITS;
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}
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// [RH] Don't bother drawing segs that are completely offscreen
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if (viewport->globaldclip * ds->WallC.sz1 < -textop && viewport->globaldclip * ds->WallC.sz2 < -textop)
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{ // Texture top is below the bottom of the screen
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return false;
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}
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if (viewport->globaluclip * ds->WallC.sz1 > texheight - textop && viewport->globaluclip * ds->WallC.sz2 > texheight - textop)
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{ // Texture bottom is above the top of the screen
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return false;
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}
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if (m3DFloor.clipBottom && textop < m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z)
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{
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return true;
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}
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if (m3DFloor.clipTop && textop - texheight > m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z)
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{
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return true;
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}
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WallC.sz1 = ds->WallC.sz1;
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WallC.sz2 = ds->WallC.sz2;
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WallC.sx1 = ds->WallC.sx1;
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WallC.sx2 = ds->WallC.sx2;
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// Unclipped vanilla Doom range for the wall. Relies on ceiling/floor clip to clamp the wall in range.
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double ceilZ = textop;
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double floorZ = textop - texheight;
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// The 3D Floors implementation destroys the ceiling clip when doing its height passes..
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if (m3DFloor.clipTop || m3DFloor.clipBottom)
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{
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// Use the actual correct wall range for the midtexture.
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// This doesn't work for self-referenced sectors, which is why we only do it if we have 3D floors.
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double top, bot;
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GetMaskedWallTopBottom(ds, top, bot);
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top -= Thread->Viewport->viewpoint.Pos.Z;
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bot -= Thread->Viewport->viewpoint.Pos.Z;
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ceilZ = MIN(ceilZ, top);
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floorZ = MAX(floorZ, bot);
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}
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// Clip wall by the current 3D floor render range.
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if (m3DFloor.clipTop)
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{
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double clipZ = m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z;
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ceilZ = MIN(ceilZ, clipZ);
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}
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if (m3DFloor.clipBottom)
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{
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double clipZ = m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z;
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floorZ = MAX(floorZ, clipZ);
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}
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wallupper.Project(Thread->Viewport.get(), ceilZ, &WallC);
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walllower.Project(Thread->Viewport.get(), floorZ, &WallC);
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for (int i = x1; i < x2; i++)
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{
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if (wallupper.ScreenY[i] < mceilingclip[i])
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wallupper.ScreenY[i] = mceilingclip[i];
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}
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for (int i = x1; i < x2; i++)
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{
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if (walllower.ScreenY[i] > mfloorclip[i])
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walllower.ScreenY[i] = mfloorclip[i];
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}
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if (clip3d->CurrentSkybox)
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{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
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// or above the ceiling, so the appropriate end won't be clipped automatically when adding
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// this drawseg.
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if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
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(curline->sidedef->Flags & WALLF_CLIP_MIDTEX) ||
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(curline->GetLevel()->ib_compatflags & BCOMPATF_CLIPMIDTEX))
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{
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ClipMidtex(x1, x2);
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}
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}
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mfloorclip = walllower.ScreenY;
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mceilingclip = wallupper.ScreenY;
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auto cameraLight = CameraLight::Instance();
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bool needslight = (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0);
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// draw the columns one at a time
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if (visible)
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{
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Thread->PrepareTexture(tex, renderstyle);
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float lightpos = mLight.GetLightPos(x1);
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for (int x = x1; x < x2; ++x)
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{
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if (needslight)
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columndrawerargs.SetLight(lightpos, mLight.GetLightLevel(), mLight.GetFoggy(), Thread->Viewport.get());
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fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
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double sprtopscreen;
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if (sprflipvert)
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sprtopscreen = viewport->CenterY + texturemid * spryscale;
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else
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sprtopscreen = viewport->CenterY - texturemid * spryscale;
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columndrawerargs.DrawMaskedColumn(Thread, x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, renderstyle);
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lightpos += mLight.GetLightStep();
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spryscale += rw_scalestep;
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}
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}
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}
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else
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{ // Texture does wrap vertically.
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if (tex->useWorldPanning(curline->GetLevel()))
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{
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// rowoffset is added before the multiply so that the masked texture will
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// still be positioned in world units rather than texels.
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texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
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}
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else
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{
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// rowoffset is added outside the multiply so that it positions the texture
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// by texels instead of world units.
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texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
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}
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WallC.sz1 = ds->WallC.sz1;
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WallC.sz2 = ds->WallC.sz2;
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WallC.sx1 = ds->WallC.sx1;
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WallC.sx2 = ds->WallC.sx2;
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if (clip3d->CurrentSkybox)
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{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
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// or above the ceiling, so the appropriate end won't be clipped automatically when adding
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// this drawseg.
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if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
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(curline->sidedef->Flags & WALLF_CLIP_MIDTEX) ||
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(curline->GetLevel()->ib_compatflags & BCOMPATF_CLIPMIDTEX))
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{
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ClipMidtex(x1, x2);
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}
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}
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if (m3DFloor.clipTop)
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{
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wallupper.Project(Thread->Viewport.get(), m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
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for (int i = x1; i < x2; i++)
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{
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if (wallupper.ScreenY[i] < mceilingclip[i])
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wallupper.ScreenY[i] = mceilingclip[i];
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}
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mceilingclip = wallupper.ScreenY;
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}
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if (m3DFloor.clipBottom)
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{
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walllower.Project(Thread->Viewport.get(), m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
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for (int i = x1; i < x2; i++)
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{
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if (walllower.ScreenY[i] > mfloorclip[i])
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walllower.ScreenY[i] = mfloorclip[i];
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}
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mfloorclip = walllower.ScreenY;
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}
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rw_offset = 0;
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FSoftwareTexture *rw_pic = tex;
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double top, bot;
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GetMaskedWallTopBottom(ds, top, bot);
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float alpha = FLOAT2FIXED((float)MIN(curline->linedef->alpha, 1.));
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bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, additive, alpha, rw_offset, mLight, nullptr);
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}
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return false;
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}
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// kg3D - render one fake wall
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
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{
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int i;
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double xscale;
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double yscale;
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fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
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if (Alpha <= 0)
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return;
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mLight.SetLightLeft(ds->light, ds->lightstep, ds->x1);
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const short *mfloorclip = ds->sprbottomclip - ds->x1;
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const short *mceilingclip = ds->sprtopclip - ds->x1;
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//double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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float *MaskedSWall = ds->swall - ds->x1;
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// find positioning
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side_t *scaledside;
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side_t::ETexpart scaledpart;
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if (rover->flags & FF_UPPERTEXTURE)
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{
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scaledside = curline->sidedef;
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scaledpart = side_t::top;
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||||
}
|
||||
else if (rover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
scaledside = curline->sidedef;
|
||||
scaledpart = side_t::bottom;
|
||||
}
|
||||
else
|
||||
{
|
||||
scaledside = rover->master->sidedef[0];
|
||||
scaledpart = side_t::mid;
|
||||
}
|
||||
xscale = rw_pic->GetScale().X * scaledside->GetTextureXScale(scaledpart);
|
||||
yscale = rw_pic->GetScale().Y * scaledside->GetTextureYScale(scaledpart);
|
||||
|
||||
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
|
||||
double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
|
||||
rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
|
||||
if (rowoffset < 0)
|
||||
{
|
||||
rowoffset += rw_pic->GetHeight();
|
||||
}
|
||||
double texturemid = (planez - Thread->Viewport->viewpoint.Pos.Z) * yscale;
|
||||
if (rw_pic->useWorldPanning(curline->GetLevel()))
|
||||
{
|
||||
// rowoffset is added before the multiply so that the masked texture will
|
||||
// still be positioned in world units rather than texels.
|
||||
|
||||
texturemid = texturemid + rowoffset * yscale;
|
||||
rw_offset = xs_RoundToInt(rw_offset * xscale);
|
||||
}
|
||||
else
|
||||
{
|
||||
// rowoffset is added outside the multiply so that it positions the texture
|
||||
// by texels instead of world units.
|
||||
texturemid += rowoffset;
|
||||
}
|
||||
|
||||
WallC = ds->WallC;
|
||||
WallT = ds->tmapvals;
|
||||
|
||||
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
||||
wallupper.Project(Thread->Viewport.get(), clipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
|
||||
walllower.Project(Thread->Viewport.get(), clipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < mceilingclip[i])
|
||||
wallupper.ScreenY[i] = mceilingclip[i];
|
||||
}
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower.ScreenY[i] > mfloorclip[i])
|
||||
walllower.ScreenY[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
ProjectedWallTexcoords walltexcoords;
|
||||
walltexcoords.ProjectPos(Thread->Viewport.get(), curline->sidedef->TexelLength*xscale, ds->WallC.sx1, ds->WallC.sx2, WallT);
|
||||
|
||||
double top, bot;
|
||||
GetMaskedWallTopBottom(ds, top, bot);
|
||||
|
||||
RenderWallPart renderWallpart(Thread);
|
||||
renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, rw_offset, mLight, nullptr);
|
||||
|
||||
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, mLight, wallupper.ScreenY, walllower.ScreenY, true);
|
||||
}
|
||||
|
||||
// kg3D - walls of fake floors
|
||||
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2)
|
||||
{
|
||||
int i, j;
|
||||
F3DFloor *rover, *fover = nullptr;
|
||||
int passed, last;
|
||||
double floorHeight;
|
||||
double ceilingHeight;
|
||||
|
||||
curline = ds->curline;
|
||||
|
||||
frontsector = curline->frontsector;
|
||||
backsector = curline->backsector;
|
||||
|
||||
if (backsector == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
|
||||
{
|
||||
sector_t *sec = backsector;
|
||||
backsector = frontsector;
|
||||
frontsector = sec;
|
||||
}
|
||||
|
||||
floorHeight = backsector->CenterFloor();
|
||||
ceilingHeight = backsector->CenterCeiling();
|
||||
|
||||
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
||||
|
||||
double clipTop = m3DFloor.clipTop ? m3DFloor.sclipTop : ceilingHeight;
|
||||
double clipBottom = m3DFloor.clipBottom ? m3DFloor.sclipBottom : floorHeight;
|
||||
|
||||
// maybe not visible
|
||||
if (clipBottom >= frontsector->CenterCeiling()) return;
|
||||
if (clipTop <= frontsector->CenterFloor()) return;
|
||||
|
||||
if (m3DFloor.down2Up)
|
||||
{ // bottom to viewz
|
||||
last = 0;
|
||||
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
rover = backsector->e->XFloor.ffloors[i];
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
// visible?
|
||||
passed = 0;
|
||||
if (!(rover->flags & FF_RENDERSIDES) || rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
|
||||
rover->top.plane->Zat0() <= clipBottom ||
|
||||
rover->bottom.plane->Zat0() >= ceilingHeight ||
|
||||
rover->top.plane->Zat0() <= floorHeight)
|
||||
{
|
||||
if (!i)
|
||||
{
|
||||
passed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
FSoftwareTexture *rw_pic = nullptr;
|
||||
bool swimmable_found = false;
|
||||
|
||||
if (rover->bottom.plane->Zat0() >= clipTop || passed)
|
||||
{
|
||||
if (last)
|
||||
{
|
||||
break;
|
||||
}
|
||||
// maybe wall from inside rendering?
|
||||
fover = nullptr;
|
||||
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
fover = frontsector->e->XFloor.ffloors[j];
|
||||
if (fover->model == rover->model)
|
||||
{ // never
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
if (!(fover->flags & FF_EXISTS)) continue;
|
||||
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
||||
// no sloped walls, it's bugged
|
||||
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
||||
|
||||
// visible?
|
||||
if (fover->top.plane->Zat0() <= clipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clipTop)
|
||||
{ // no, last possible
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
// it is, render inside?
|
||||
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
|
||||
{ // no
|
||||
fover = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// nothing
|
||||
if (!fover || j == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
// correct texture
|
||||
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
||||
{ // don't ever draw (but treat as something has been found)
|
||||
swimmable_found = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
FTexture *rw_tex = nullptr;
|
||||
if (fover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (fover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
|
||||
}
|
||||
}
|
||||
else if (frontsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
// maybe not visible?
|
||||
fover = nullptr;
|
||||
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
fover = frontsector->e->XFloor.ffloors[j];
|
||||
if (fover->model == rover->model) // never
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (!(fover->flags & FF_EXISTS)) continue;
|
||||
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
||||
// no sloped walls, it's bugged
|
||||
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
||||
|
||||
// visible?
|
||||
if (fover->top.plane->Zat0() <= clipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= clipTop)
|
||||
{ // visible, last possible
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
|
||||
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
|
||||
)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
||||
{ // don't ever draw (but treat as something has been found)
|
||||
swimmable_found = true;
|
||||
}
|
||||
fover = nullptr; // visible
|
||||
break;
|
||||
}
|
||||
if (fover && j != -1)
|
||||
{
|
||||
fover = nullptr;
|
||||
last = 1;
|
||||
continue; // not visible
|
||||
}
|
||||
}
|
||||
if (!rw_pic && !swimmable_found)
|
||||
{
|
||||
fover = nullptr;
|
||||
FTexture *rw_tex;
|
||||
if (rover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (rover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
|
||||
}
|
||||
|
||||
if (rw_pic && !swimmable_found)
|
||||
{
|
||||
// correct colors now
|
||||
lightlist_t *lit = nullptr;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->FixedLightLevel() < 0)
|
||||
{
|
||||
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
|
||||
{
|
||||
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lit = &backsector->e->XFloor.lightlist[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lit = &frontsector->e->XFloor.lightlist[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//mLight.lightlevel = ds->lightlevel;
|
||||
mLight.SetColormap(frontsector, curline, lit);
|
||||
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // top to viewz
|
||||
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
rover = backsector->e->XFloor.ffloors[i];
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
// visible?
|
||||
passed = 0;
|
||||
if (!(rover->flags & FF_RENDERSIDES) ||
|
||||
rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
|
||||
rover->bottom.plane->Zat0() >= clipTop ||
|
||||
rover->top.plane->Zat0() <= floorHeight ||
|
||||
rover->bottom.plane->Zat0() >= ceilingHeight)
|
||||
{
|
||||
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
|
||||
{
|
||||
passed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
FSoftwareTexture *rw_pic = nullptr;
|
||||
bool swimmable_found = false;
|
||||
|
||||
if (rover->top.plane->Zat0() <= clipBottom || passed)
|
||||
{ // maybe wall from inside rendering?
|
||||
fover = nullptr;
|
||||
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
|
||||
{
|
||||
fover = frontsector->e->XFloor.ffloors[j];
|
||||
if (fover->model == rover->model)
|
||||
{ // never
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
if (!(fover->flags & FF_EXISTS)) continue;
|
||||
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
||||
// no sloped walls, it's bugged
|
||||
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
||||
|
||||
// visible?
|
||||
if (fover->bottom.plane->Zat0() >= clipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clipBottom)
|
||||
{ // no, last possible
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
// it is, render inside?
|
||||
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
|
||||
{ // no
|
||||
fover = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// nothing
|
||||
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
break;
|
||||
}
|
||||
// correct texture
|
||||
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
||||
{
|
||||
swimmable_found = true; // don't ever draw (but treat as something has been found)
|
||||
}
|
||||
else
|
||||
{
|
||||
FTexture *rw_tex;
|
||||
if (fover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (fover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
|
||||
}
|
||||
}
|
||||
else if (frontsector->e->XFloor.ffloors.Size())
|
||||
{ // maybe not visible?
|
||||
fover = nullptr;
|
||||
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
|
||||
{
|
||||
fover = frontsector->e->XFloor.ffloors[j];
|
||||
if (fover->model == rover->model)
|
||||
{ // never
|
||||
break;
|
||||
}
|
||||
if (!(fover->flags & FF_EXISTS)) continue;
|
||||
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
||||
// no sloped walls, its bugged
|
||||
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
||||
|
||||
// visible?
|
||||
if (fover->bottom.plane->Zat0() >= clipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= clipBottom)
|
||||
{ // visible, last possible
|
||||
fover = nullptr;
|
||||
break;
|
||||
}
|
||||
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
|
||||
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
|
||||
)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
||||
{ // don't ever draw (but treat as something has been found)
|
||||
swimmable_found = true;
|
||||
}
|
||||
fover = nullptr; // visible
|
||||
break;
|
||||
}
|
||||
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
|
||||
{ // not visible
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!rw_pic && !swimmable_found)
|
||||
{
|
||||
fover = nullptr;
|
||||
FTexture *rw_tex;
|
||||
if (rover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (rover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_tex = TexMan.GetPalettedTexture(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
rw_pic = rw_tex && rw_tex->isValid() ? rw_tex->GetSoftwareTexture() : nullptr;
|
||||
}
|
||||
|
||||
if (rw_pic && !swimmable_found)
|
||||
{
|
||||
// correct colors now
|
||||
lightlist_t *lit = nullptr;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->FixedLightLevel() < 0)
|
||||
{
|
||||
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
|
||||
{
|
||||
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lit = &backsector->e->XFloor.lightlist[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lit = &frontsector->e->XFloor.lightlist[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//mLight.lightlevel = ds->lightlevel;
|
||||
mLight.SetColormap(frontsector, curline, lit);
|
||||
|
||||
RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clip a midtexture to the floor and ceiling of the sector in front of it.
|
||||
void RenderDrawSegment::ClipMidtex(int x1, int x2)
|
||||
{
|
||||
ProjectedWallLine most;
|
||||
|
||||
RenderPortal *renderportal = Thread->Portal.get();
|
||||
|
||||
most.Project(Thread->Viewport.get(), curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (wallupper.ScreenY[i] < most.ScreenY[i])
|
||||
wallupper.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
most.Project(Thread->Viewport.get(), curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
||||
for (int i = x1; i < x2; ++i)
|
||||
{
|
||||
if (walllower.ScreenY[i] > most.ScreenY[i])
|
||||
walllower.ScreenY[i] = most.ScreenY[i];
|
||||
}
|
||||
}
|
||||
|
||||
void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
|
||||
{
|
||||
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
|
||||
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
|
||||
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
|
||||
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
|
||||
top = MAX(frontcz1, frontcz2);
|
||||
bot = MIN(frontfz1, frontfz2);
|
||||
|
||||
if (m3DFloor.clipTop)
|
||||
{
|
||||
top = MIN(top, m3DFloor.sclipTop);
|
||||
}
|
||||
if (m3DFloor.clipBottom)
|
||||
{
|
||||
bot = MAX(bot, m3DFloor.sclipBottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue