Move line handling to r_line and drawseg drawing to r_drawsegment and then remove r_segs
This commit is contained in:
parent
ac7992a2a1
commit
a9fbd421fb
25 changed files with 2000 additions and 2143 deletions
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@ -6,21 +6,25 @@
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "a_sharedglobal.h"
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#include "g_level.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 "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_segs.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_main.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_bsp.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/plane/r_fogboundary.h"
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#include "swrenderer/segments/r_drawsegment.h"
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namespace swrenderer
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@ -73,4 +77,843 @@ namespace swrenderer
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return ds_p++;
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}
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// Clip a midtexture to the floor and ceiling of the sector in front of it.
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void ClipMidtex(int x1, int x2)
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{
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short most[MAXWIDTH];
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R_CreateWallSegmentYSloped(most, curline->frontsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
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for (int i = x1; i < x2; ++i)
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{
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if (wallupper[i] < most[i])
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wallupper[i] = most[i];
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}
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R_CreateWallSegmentYSloped(most, curline->frontsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
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for (int i = x1; i < x2; ++i)
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{
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if (walllower[i] > most[i])
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walllower[i] = most[i];
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}
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}
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void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2)
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{
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FTexture *tex;
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int i;
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sector_t tempsec; // killough 4/13/98
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double texheight, texheightscale;
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bool notrelevant = false;
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double rowoffset;
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bool wrap = false;
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const sector_t *sec;
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sprflipvert = false;
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curline = ds->curline;
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bool visible = R_SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
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(float)MIN(curline->linedef->alpha, 1.), 0, 0);
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if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
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{
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return;
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}
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NetUpdate();
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frontsector = curline->frontsector;
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backsector = curline->backsector;
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tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
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if (i_compatflags & COMPATF_MASKEDMIDTEX)
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{
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tex = tex->GetRawTexture();
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}
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// killough 4/13/98: get correct lightlevel for 2s normal textures
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sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, false);
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basecolormap = sec->ColorMap; // [RH] Set basecolormap
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int wallshade = ds->shade;
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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if (fixedlightlev < 0)
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{
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if (!(fake3D & FAKE3D_CLIPTOP))
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{
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sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
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}
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for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
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break;
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}
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}
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}
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mfloorclip = openings + ds->sprbottomclip - ds->x1;
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mceilingclip = openings + ds->sprtopclip - ds->x1;
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float *MaskedSWall, MaskedScaleY, rw_scalestep;
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// [RH] Draw fog partition
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if (ds->bFogBoundary)
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{
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R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade);
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if (ds->maskedtexturecol == -1)
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{
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goto clearfog;
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}
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}
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if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
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{
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goto clearfog;
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}
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MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
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MaskedScaleY = ds->yscale;
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fixed_t *maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != nullptr)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// find positioning
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texheight = tex->GetScaledHeightDouble();
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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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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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dc_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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dc_texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
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}
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rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
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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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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->bWorldPanning)
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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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dc_texturemid += rowoffset - ViewPos.Z;
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textop = dc_texturemid;
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dc_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 = dc_texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
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dc_texturemid = (dc_texturemid - ViewPos.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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dc_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 (globaldclip * ds->sz1 < -textop && globaldclip * ds->sz2 < -textop)
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{ // Texture top is below the bottom of the screen
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goto clearfog;
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}
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if (globaluclip * ds->sz1 > texheight - textop && globaluclip * ds->sz2 > texheight - textop)
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{ // Texture bottom is above the top of the screen
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goto clearfog;
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}
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if ((fake3D & FAKE3D_CLIPBOTTOM) && textop < sclipBottom - ViewPos.Z)
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{
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notrelevant = true;
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goto clearfog;
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}
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if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight > sclipTop - ViewPos.Z)
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{
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notrelevant = true;
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goto clearfog;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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if (fake3D & FAKE3D_CLIPTOP)
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{
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R_CreateWallSegmentY(wallupper, textop < sclipTop - ViewPos.Z ? textop : sclipTop - ViewPos.Z, &WallC);
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}
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else
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{
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R_CreateWallSegmentY(wallupper, textop, &WallC);
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}
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if (fake3D & FAKE3D_CLIPBOTTOM)
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{
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R_CreateWallSegmentY(walllower, textop - texheight > sclipBottom - ViewPos.Z ? textop - texheight : sclipBottom - ViewPos.Z, &WallC);
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}
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else
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{
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R_CreateWallSegmentY(walllower, textop - texheight, &WallC);
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}
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for (i = x1; i < x2; i++)
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{
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if (wallupper[i] < mceilingclip[i])
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wallupper[i] = mceilingclip[i];
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}
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for (i = x1; i < x2; i++)
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{
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if (walllower[i] > mfloorclip[i])
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walllower[i] = mfloorclip[i];
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}
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if (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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{
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ClipMidtex(x1, x2);
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}
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}
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mfloorclip = walllower;
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mceilingclip = wallupper;
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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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using namespace drawerargs;
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for (dc_x = x1; dc_x < x2; ++dc_x)
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{
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if (fixedcolormap == nullptr && fixedlightlev < 0)
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{
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
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rw_light += rw_lightstep;
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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->bWorldPanning)
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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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dc_texturemid = (dc_texturemid - ViewPos.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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dc_texturemid = (dc_texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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if (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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{
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ClipMidtex(x1, x2);
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}
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}
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if (fake3D & FAKE3D_CLIPTOP)
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{
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R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (wallupper[i] < mceilingclip[i])
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wallupper[i] = mceilingclip[i];
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}
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mceilingclip = wallupper;
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}
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if (fake3D & FAKE3D_CLIPBOTTOM)
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{
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R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
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for (i = x1; i < x2; i++)
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{
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if (walllower[i] > mfloorclip[i])
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walllower[i] = mfloorclip[i];
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}
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mfloorclip = walllower;
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}
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rw_offset = 0;
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rw_pic = tex;
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R_DrawDrawSeg(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade);
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}
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clearfog:
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R_FinishSetPatchStyle();
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if (ds->bFakeBoundary & 3)
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{
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R_RenderFakeWallRange(ds, x1, x2, wallshade);
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}
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if (!notrelevant)
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{
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if (fake3D & FAKE3D_REFRESHCLIP)
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{
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if (!wrap)
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{
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assert(ds->bkup >= 0);
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memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2 - ds->x1) * 2);
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}
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}
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else
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{
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fillshort(openings + ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
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}
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}
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return;
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}
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// kg3D - render one fake wall
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void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade)
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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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bool visible = R_SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
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Alpha, 0, 0);
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if (!visible) {
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R_FinishSetPatchStyle();
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return;
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}
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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mfloorclip = openings + ds->sprbottomclip - ds->x1;
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mceilingclip = openings + ds->sprtopclip - ds->x1;
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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float *MaskedSWall = (float *)(openings + 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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}
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else if (rover->flags & FF_LOWERTEXTURE)
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{
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scaledside = curline->sidedef;
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scaledpart = side_t::bottom;
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}
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else
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{
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scaledside = rover->master->sidedef[0];
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scaledpart = side_t::mid;
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}
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xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
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yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
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double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
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double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
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rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
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if (rowoffset < 0)
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{
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rowoffset += rw_pic->GetHeight();
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}
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dc_texturemid = (planez - ViewPos.Z) * yscale;
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if (rw_pic->bWorldPanning)
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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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dc_texturemid = dc_texturemid + rowoffset * yscale;
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rw_offset = xs_RoundToInt(rw_offset * xscale);
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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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dc_texturemid += rowoffset;
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}
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != nullptr)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
|
||||
WallC.sx1 = ds->sx1;
|
||||
WallC.sx2 = ds->sx2;
|
||||
WallC.tleft.X = ds->cx;
|
||||
WallC.tleft.Y = ds->cy;
|
||||
WallC.tright.X = ds->cx + ds->cdx;
|
||||
WallC.tright.Y = ds->cy + ds->cdy;
|
||||
WallT = ds->tmapvals;
|
||||
|
||||
R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
|
||||
R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (wallupper[i] < mceilingclip[i])
|
||||
wallupper[i] = mceilingclip[i];
|
||||
}
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
if (walllower[i] > mfloorclip[i])
|
||||
walllower[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
|
||||
R_DrawDrawSeg(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade);
|
||||
R_FinishSetPatchStyle();
|
||||
}
|
||||
|
||||
// kg3D - walls of fake floors
|
||||
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade)
|
||||
{
|
||||
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
|
||||
int i, j;
|
||||
F3DFloor *rover, *fover = nullptr;
|
||||
int passed, last;
|
||||
double floorHeight;
|
||||
double ceilingHeight;
|
||||
|
||||
sprflipvert = false;
|
||||
curline = ds->curline;
|
||||
|
||||
frontsector = curline->frontsector;
|
||||
backsector = curline->backsector;
|
||||
|
||||
if (backsector == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if ((ds->bFakeBoundary & 3) == 2)
|
||||
{
|
||||
sector_t *sec = backsector;
|
||||
backsector = frontsector;
|
||||
frontsector = sec;
|
||||
}
|
||||
|
||||
floorHeight = backsector->CenterFloor();
|
||||
ceilingHeight = backsector->CenterCeiling();
|
||||
|
||||
// maybe fix clipheights
|
||||
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorHeight;
|
||||
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingHeight;
|
||||
|
||||
// maybe not visible
|
||||
if (sclipBottom >= frontsector->CenterCeiling()) return;
|
||||
if (sclipTop <= frontsector->CenterFloor()) return;
|
||||
|
||||
if (fake3D & FAKE3D_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() <= sclipBottom ||
|
||||
rover->bottom.plane->Zat0() >= ceilingHeight ||
|
||||
rover->top.plane->Zat0() <= floorHeight)
|
||||
{
|
||||
if (!i)
|
||||
{
|
||||
passed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
rw_pic = nullptr;
|
||||
if (rover->bottom.plane->Zat0() >= sclipTop || 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() <= sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= sclipTop)
|
||||
{ // 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)
|
||||
rw_pic = DONT_DRAW;
|
||||
}
|
||||
else if (fover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (fover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
}
|
||||
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() <= sclipBottom) continue; // no
|
||||
if (fover->bottom.plane->Zat0() >= sclipTop)
|
||||
{ // 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)
|
||||
rw_pic = DONT_DRAW;
|
||||
}
|
||||
fover = nullptr; // visible
|
||||
break;
|
||||
}
|
||||
if (fover && j != -1)
|
||||
{
|
||||
fover = nullptr;
|
||||
last = 1;
|
||||
continue; // not visible
|
||||
}
|
||||
}
|
||||
if (!rw_pic)
|
||||
{
|
||||
fover = nullptr;
|
||||
if (rover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (rover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
}
|
||||
// correct colors now
|
||||
basecolormap = frontsector->ColorMap;
|
||||
wallshade = ds->shade;
|
||||
if (fixedlightlev < 0)
|
||||
{
|
||||
if ((ds->bFakeBoundary & 3) == 2)
|
||||
{
|
||||
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
|
||||
}
|
||||
else rw_pic = nullptr;
|
||||
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() >= sclipTop ||
|
||||
rover->top.plane->Zat0() <= floorHeight ||
|
||||
rover->bottom.plane->Zat0() >= ceilingHeight)
|
||||
{
|
||||
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
|
||||
{
|
||||
passed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
rw_pic = nullptr;
|
||||
if (rover->top.plane->Zat0() <= sclipBottom || 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() >= sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= sclipBottom)
|
||||
{ // 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)
|
||||
{
|
||||
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
|
||||
}
|
||||
else if (fover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (fover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
}
|
||||
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() >= sclipTop) continue; // no
|
||||
if (fover->top.plane->Zat0() <= sclipBottom)
|
||||
{ // 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)
|
||||
rw_pic = DONT_DRAW;
|
||||
}
|
||||
fover = nullptr; // visible
|
||||
break;
|
||||
}
|
||||
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
|
||||
{ // not visible
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (rw_pic == nullptr)
|
||||
{
|
||||
fover = nullptr;
|
||||
if (rover->flags & FF_UPPERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
||||
}
|
||||
else if (rover->flags & FF_LOWERTEXTURE)
|
||||
{
|
||||
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
||||
}
|
||||
}
|
||||
// correct colors now
|
||||
basecolormap = frontsector->ColorMap;
|
||||
wallshade = ds->shade;
|
||||
if (fixedlightlev < 0)
|
||||
{
|
||||
if ((ds->bFakeBoundary & 3) == 2)
|
||||
{
|
||||
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
||||
{
|
||||
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
||||
{
|
||||
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (rw_pic != DONT_DRAW)
|
||||
{
|
||||
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
|
||||
}
|
||||
else
|
||||
{
|
||||
rw_pic = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue