Moved r_line into a class and implemented proper parameter passing between r_line and r_bsp, r_walldraw, r_wallsetup, r_decal, r_wallsprite, r_fogboundary, r_portal and r_playersprite

This commit is contained in:
Magnus Norddahl 2017-01-03 18:57:48 +01:00
commit a4c0e29913
18 changed files with 239 additions and 233 deletions

View file

@ -59,8 +59,13 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
using namespace drawerargs;
namespace
{
subsector_t *InSubsector;
sector_t *frontsector;
SWRenderLine render_line;
}
bool r_fakingunderwater;
@ -93,9 +98,7 @@ short ceilingclip[MAXWIDTH];
// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
//
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
int *floorlightlevel, int *ceilinglightlevel,
bool back)
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
{
// [RH] allow per-plane lighting
if (floorlightlevel != NULL)
@ -182,13 +185,13 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
// 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 (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
{
if (rw_frontcz1 <= s->floorplane.ZatPoint(curline->v1) &&
rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2))
if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
frontcz2 <= s->floorplane.ZatPoint(backline->v2))
{
// Check that the window is actually visible
for (int z = WallC.sx1; z < WallC.sx2; ++z)
for (int z = backx1; z < backx2; ++z)
{
if (floorclip[z] > ceilingclip[z])
{
@ -211,7 +214,7 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
}
// killough 11/98: prevent sudden light changes from non-water sectors:
if ((underwater && !back) || doorunderwater)
if ((underwater && !backline) || doorunderwater)
{ // head-below-floor hack
tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
@ -427,7 +430,7 @@ void R_FakeDrawLoop(subsector_t *sub)
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
R_AddLine (line);
render_line.R_AddLine (line, InSubsector, frontsector, nullptr);
}
line++;
}
@ -489,8 +492,7 @@ void R_Subsector (subsector_t *sub)
line = sub->firstline;
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false); // killough 4/11/98
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0);
fll = floorlightlevel;
cll = ceilinglightlevel;
@ -757,20 +759,19 @@ void R_Subsector (subsector_t *sub)
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
backsector = &tempsec;
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
R_AddLine(line); // fake
render_line.R_AddLine(line, InSubsector, frontsector, &tempsec); // fake
}
fakeFloor = NULL;
fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
R_AddLine (line); // now real
render_line.R_AddLine(line, InSubsector, frontsector, nullptr); // now real
}
line++;
}
@ -780,6 +781,12 @@ void R_Subsector (subsector_t *sub)
}
}
void R_RenderScene()
{
InSubsector = nullptr;
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
}
//
// RenderBSPNode
// Renders all subsectors below a given node, traversing subtree recursively.