diff --git a/src/r_bsp.h b/src/r_bsp.h index 53a0b2b0b..d15beca0c 100644 --- a/src/r_bsp.h +++ b/src/r_bsp.h @@ -26,6 +26,11 @@ #include "tarray.h" #include +// The 3072 below is just an arbitrary value picked to avoid +// drawing lines the player is too close to that would overflow +// the texture calculations. +#define TOO_CLOSE_Z 3072 + struct FWallCoords { fixed_t TX1, TX2; // x coords at left, right of wall in view space @@ -51,6 +56,9 @@ struct FWallTmapVals void InitDepth(); }; +extern FWallCoords WallC; +extern FWallTmapVals WallT; + enum { FAKED_Center, diff --git a/src/r_segs.cpp b/src/r_segs.cpp index f985a732d..25395a596 100644 --- a/src/r_segs.cpp +++ b/src/r_segs.cpp @@ -64,11 +64,6 @@ CVAR(Bool, r_np2, true, 0) #define HEIGHTBITS 12 #define HEIGHTSHIFT (FRACBITS-HEIGHTBITS) -// The 3072 below is just an arbitrary value picked to avoid -// drawing lines the player is too close to that would overflow -// the texture calculations. -#define TOO_CLOSE_Z 3072 - extern fixed_t globaluclip, globaldclip; @@ -86,10 +81,6 @@ fixed_t rw_offset_top; fixed_t rw_offset_mid; fixed_t rw_offset_bottom; -void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat, int x1, int x2); -void PrepLWall (fixed_t *lwall, fixed_t walxrepeat, int x1, int x2); -extern FWallCoords WallC; -extern FWallTmapVals WallT; int wallshade; @@ -139,7 +130,6 @@ static fixed_t rw_bottomtexturescaley; FTexture *rw_pic; static fixed_t *maskedtexturecol; -static FTexture *WallSpriteTile; static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass); static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)); @@ -3216,8 +3206,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, { // calculate lighting dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } - - WallSpriteColumn (R_DrawMaskedColumn); + R_WallSpriteColumn (R_DrawMaskedColumn); dc_x++; } @@ -3230,7 +3219,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, rt_initcols(); for (int zz = 4; zz; --zz) { - WallSpriteColumn (R_DrawMaskedColumnHoriz); + R_WallSpriteColumn (R_DrawMaskedColumnHoriz); dc_x++; } rt_draw4cols (dc_x - 4); @@ -3242,8 +3231,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, { // calculate lighting dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } - - WallSpriteColumn (R_DrawMaskedColumn); + R_WallSpriteColumn (R_DrawMaskedColumn); dc_x++; } } @@ -3264,21 +3252,3 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, done: WallC = savecoord; } - -static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)) -{ - unsigned int texturecolumn = lwall[dc_x] >> FRACBITS; - dc_iscale = MulScale16 (swall[dc_x], rw_offset); - spryscale = SafeDivScale32 (1, dc_iscale); - if (sprflipvert) - sprtopscreen = centeryfrac + FixedMul (dc_texturemid, spryscale); - else - sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale); - - const BYTE *column; - const FTexture::Span *spans; - column = WallSpriteTile->GetColumn (texturecolumn, &spans); - dc_texturefrac = 0; - drawfunc (column, spans); - rw_light += rw_lightstep; -} diff --git a/src/r_segs.h b/src/r_segs.h index 838b019a9..b8bf96511 100644 --- a/src/r_segs.h +++ b/src/r_segs.h @@ -33,6 +33,8 @@ extern size_t maxopenings; int OWallMost (short *mostbuf, fixed_t z, const FWallCoords *wallc); int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc); +void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat, int x1, int x2); +void PrepLWall (fixed_t *lwall, fixed_t walxrepeat, int x1, int x2); ptrdiff_t R_NewOpening (ptrdiff_t len); @@ -40,4 +42,11 @@ void R_CheckDrawSegs (); void R_RenderSegLoop (); +extern fixed_t swall[MAXWIDTH]; +extern fixed_t lwall[MAXWIDTH]; +extern fixed_t rw_light; // [RH] Scale lights with viewsize adjustments +extern fixed_t rw_lightstep; +extern fixed_t rw_lightleft; +extern fixed_t rw_offset; + #endif diff --git a/src/r_things.cpp b/src/r_things.cpp index 7243ac6f9..1d2c07a2a 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -114,6 +114,8 @@ FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES]; static int spriteshade; +FTexture *WallSpriteTile; + // constant arrays // used for psprite clipping and initializing clipping short zeroarray[MAXWIDTH]; @@ -145,6 +147,8 @@ static vissprite_t **spritesorter; static int spritesortersize = 0; static int vsprcount; +static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t fz, FTextureID picnum, fixed_t xscale, fixed_t yscale, INTBOOL flip); + void R_DeinitSprites() { @@ -401,6 +405,151 @@ void R_DrawVisSprite (vissprite_t *vis) NetUpdate (); } +void R_DrawWallSprite(vissprite_t *spr) +{ + int x1, x2; + fixed_t yscale; + int shade = LIGHT2SHADE(140); + + x1 = MAX(spr->x1, spr->wallc.SX1); + x2 = MIN(spr->x2, spr->wallc.SX2 + 1); + if (x1 >= x2) + return; + WallT.InitFromWallCoords(&spr->wallc); + PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2); + dc_texturemid = spr->gzt - viewz; + yscale = FRACUNIT; + if (spr->renderflags & RF_XFLIP) + { + int right = (spr->pic->GetWidth() << FRACBITS) - 1; + + for (int i = x1; i < x2; i++) + { + lwall[i] = right - lwall[i]; + } + } + // Prepare lighting + bool calclighting = false; + FDynamicColormap *usecolormap = basecolormap; + bool rereadcolormap = true; + + // Decals that are added to the scene must fade to black. + if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0) + { + usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate); + rereadcolormap = false; + } + + rw_light = rw_lightleft + (x1 - spr->wallc.SX1) * rw_lightstep; + if (fixedlightlev >= 0) + dc_colormap = usecolormap->Maps + fixedlightlev; + else if (fixedcolormap != NULL) + dc_colormap = fixedcolormap; + else if (!foggy && (spr->renderflags & RF_FULLBRIGHT)) + dc_colormap = usecolormap->Maps; + else + calclighting = true; + + // Draw it + WallSpriteTile = spr->pic; + if (spr->renderflags & RF_YFLIP) + { + sprflipvert = true; + yscale = -yscale; + dc_texturemid = dc_texturemid - (spr->pic->GetHeight() << FRACBITS); + } + else + { + sprflipvert = false; + } + + // rw_offset is used as the texture's vertical scale + rw_offset = SafeDivScale30(1, yscale); + + dc_x = x1; + ESPSResult mode; + + mode = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor); + + // R_SetPatchStyle can modify basecolormap. + if (rereadcolormap) + { + usecolormap = basecolormap; + } + + if (mode == DontDraw) + { + return; + } + else + { + int stop4; + + if (mode == DoDraw0) + { // 1 column at a time + stop4 = dc_x; + } + else // DoDraw1 + { // up to 4 columns at a time + stop4 = x2 & ~3; + } + + while ((dc_x < stop4) && (dc_x & 3)) + { + if (calclighting) + { // calculate lighting + dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT); + } + R_WallSpriteColumn(R_DrawMaskedColumn); + dc_x++; + } + + while (dc_x < stop4) + { + if (calclighting) + { // calculate lighting + dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT); + } + rt_initcols(); + for (int zz = 4; zz; --zz) + { + R_WallSpriteColumn(R_DrawMaskedColumnHoriz); + dc_x++; + } + rt_draw4cols(dc_x - 4); + } + + while (dc_x < x2) + { + if (calclighting) + { // calculate lighting + dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT); + } + R_WallSpriteColumn(R_DrawMaskedColumn); + dc_x++; + } + } + R_FinishSetPatchStyle(); +} + +void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)) +{ + unsigned int texturecolumn = lwall[dc_x] >> FRACBITS; + dc_iscale = MulScale16 (swall[dc_x], rw_offset); + spryscale = SafeDivScale32 (1, dc_iscale); + if (sprflipvert) + sprtopscreen = centeryfrac + FixedMul (dc_texturemid, spryscale); + else + sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale); + + const BYTE *column; + const FTexture::Span *spans; + column = WallSpriteTile->GetColumn (texturecolumn, &spans); + dc_texturefrac = 0; + drawfunc (column, spans); + rw_light += rw_lightstep; +} + void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop, short *clipbot) { ESPSResult mode; @@ -521,12 +670,6 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY); fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ) + thing->GetBobOffset(r_TicFrac); - // transform the origin point - tr_x = fx - viewx; - tr_y = fy - viewy; - - tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin); - tex = NULL; voxel = NULL; @@ -618,6 +761,18 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor return; } + if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) + { + R_ProjectWallSprite(thing, fx, fy, fz, picnum, spritescaleX, spritescaleY, flip); + return; + } + + // transform the origin point + tr_x = fx - viewx; + tr_y = fy - viewy; + + tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin); + // thing is behind view plane? if (voxel == NULL && tz < MINZ) return; @@ -782,7 +937,6 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor vis->heightsec = heightsec; vis->sector = thing->Sector; - vis->cx = tx2; vis->depth = tz; vis->gx = fx; vis->gy = fy; @@ -807,12 +961,14 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor { vis->voxel = voxel->Voxel; vis->bIsVoxel = true; + vis->bWallSprite = false; DrewAVoxel = true; } else { vis->pic = tex; vis->bIsVoxel = false; + vis->bWallSprite = false; } // The software renderer cannot invert the source without inverting the overlay @@ -874,6 +1030,78 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor } } +static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t fz, FTextureID picnum, fixed_t xscale, fixed_t yscale, INTBOOL flip) +{ + FWallCoords wallc; + int x1, x2; + fixed_t lx1, lx2, ly1, ly2; + fixed_t gzb, gzt, tz; + FTexture *pic = TexMan(picnum, true); + angle_t ang = (thing->angle + ANGLE_90) >> ANGLETOFINESHIFT; + vissprite_t *vis; + + // Determine left and right edges of sprite. The sprite's angle is its normal, + // so the edges are 90 degrees each side of it. + x2 = pic->GetScaledWidth(); + x1 = pic->GetScaledLeftOffset(); + + x1 *= xscale; + x2 *= xscale; + + lx1 = fx - FixedMul(x1, finecosine[ang]) - viewx; + ly1 = fy - FixedMul(x1, finesine[ang]) - viewy; + lx2 = lx1 + FixedMul(x2, finecosine[ang]); + ly2 = ly1 + FixedMul(x2, finesine[ang]); + + // Is it off-screen? + if (wallc.Init(lx1, ly1, lx2, ly2, TOO_CLOSE_Z)) + return; + + if (wallc.SX1 > WindowRight || wallc.SX2 <= WindowLeft) + return; + + // Sprite sorting should probably treat these as walls, not sprites, + // but right now, I just want to get them drawing. + tz = DMulScale20(fx - viewx, viewtancos, fy - viewy, viewtansin); + + int scaled_to = pic->GetScaledTopOffset(); + int scaled_bo = scaled_to - pic->GetScaledHeight(); + gzt = fz + yscale * scaled_to; + gzb = fz + yscale * scaled_bo; + + vis = R_NewVisSprite(); + vis->x1 = wallc.SX1 < WindowLeft ? WindowLeft : wallc.SX1; + vis->x2 = wallc.SX2 >= WindowRight ? WindowRight-1 : wallc.SX2-1; + vis->idepth = (unsigned)DivScale32(1, tz) >> 1; + vis->depth = tz; + vis->sector = thing->Sector; + vis->heightsec = NULL; + vis->gx = fx; + vis->gy = fy; + vis->gz = fz; + vis->gzb = gzb; + vis->gzt = gzt; + vis->deltax = fx - viewx; + vis->deltay = fy - viewy; + vis->renderflags = thing->renderflags; + if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D + vis->Style.RenderStyle = thing->RenderStyle; + vis->FillColor = thing->fillcolor; + vis->Translation = thing->Translation; + vis->FakeFlatStat = 0; + vis->Style.alpha = thing->alpha; + vis->fakefloor = NULL; + vis->fakeceiling = NULL; + vis->ColormapNum = 0; + vis->bInMirror = MirrorFlags & RF_XFLIP; + vis->pic = pic; + vis->bIsVoxel = false; + vis->bWallSprite = true; + vis->ColormapNum = GETPALOOKUP( + (fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade); + vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT); + vis->wallc = wallc; +} // // R_AddSprites @@ -1904,7 +2132,14 @@ void R_DrawSprite (vissprite_t *spr) { mfloorclip = clipbot; mceilingclip = cliptop; - R_DrawVisSprite (spr); + if (!spr->bWallSprite) + { + R_DrawVisSprite(spr); + } + else + { + R_DrawWallSprite(spr); + } } else { @@ -2161,7 +2396,6 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, vis->yscale = xscale; vis->depth = tz; vis->idepth = (DWORD)DivScale32 (1, tz) >> 1; - vis->cx = tx; vis->gx = particle->x; vis->gy = particle->y; vis->gz = particle->z; // kg3D diff --git a/src/r_things.h b/src/r_things.h index 2219eee20..3ce1a4d4d 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -23,6 +23,7 @@ #ifndef __R_THINGS__ #define __R_THINGS__ +#include "r_bsp.h" // A vissprite_t is a thing // that will be drawn during a refresh. @@ -31,7 +32,6 @@ struct vissprite_t { short x1, x2; - fixed_t cx; // for line side calculation fixed_t gx, gy, gz; // origin in world coordinates angle_t angle; fixed_t gzb, gzt; // global bottom / top for silhouette clipping @@ -43,18 +43,26 @@ struct vissprite_t fixed_t floorclip; union { - // Used by regular sprites + FTexture *pic; + struct FVoxel *voxel; + }; + union + { + // Used by face sprites struct { - FTexture *pic; fixed_t texturemid; fixed_t startfrac; // horizontal position of x1 fixed_t xiscale; // negative if flipped }; + // Used by wall sprites + struct + { + FWallCoords wallc; + }; // Used by voxels struct { - struct FVoxel *voxel; fixed_t vx, vy, vz; // view origin angle_t vang; // view angle }; @@ -64,6 +72,7 @@ struct vissprite_t F3DFloor *fakefloor; F3DFloor *fakeceiling; BYTE bIsVoxel:1; // [RH] Use voxel instead of pic + BYTE bWallSprite:1; // [RH] This is a wall sprite BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on @@ -99,9 +108,11 @@ extern fixed_t pspritexscale; extern fixed_t pspriteyscale; extern fixed_t pspritexiscale; +extern FTexture *WallSpriteTile; + void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *spans); - +void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)); void R_CacheSprite (spritedef_t *sprite); void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first);