//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2016 Magnus Norddahl // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // #include #include #include "templates.h" #include "doomdef.h" #include "doomstat.h" #include "doomdata.h" #include "p_lnspec.h" #include "r_sky.h" #include "v_video.h" #include "m_swap.h" #include "w_wad.h" #include "stats.h" #include "a_sharedglobal.h" #include "d_net.h" #include "g_level.h" #include "r_wallsetup.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "r_walldraw.h" #include "swrenderer/r_memory.h" #include "swrenderer/line/r_line.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/viewport/r_viewport.h" namespace swrenderer { ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, double z, const FWallCoords *wallc) { return Project(viewport, z, z, wallc); } ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, double z1, double z2, const FWallCoords *wallc) { float y1 = (float)(viewport->CenterY - z1 * viewport->InvZtoScale / wallc->sz1); float y2 = (float)(viewport->CenterY - z2 * viewport->InvZtoScale / wallc->sz2); if (y1 < 0 && y2 < 0) // entire line is above screen { memset(&ScreenY[wallc->sx1], 0, (wallc->sx2 - wallc->sx1) * sizeof(ScreenY[0])); return ProjectedWallCull::OutsideAbove; } else if (y1 > viewheight && y2 > viewheight) // entire line is below screen { fillshort(&ScreenY[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight); return ProjectedWallCull::OutsideBelow; } if (wallc->sx2 <= wallc->sx1) return ProjectedWallCull::Visible; float rcp_delta = 1.0f / (wallc->sx2 - wallc->sx1); if (y1 >= 0.0f && y2 >= 0.0f && xs_RoundToInt(y1) <= viewheight && xs_RoundToInt(y2) <= viewheight) { for (int x = wallc->sx1; x < wallc->sx2; x++) { float t = (x - wallc->sx1) * rcp_delta; float y = y1 * (1.0f - t) + y2 * t; ScreenY[x] = (short)xs_RoundToInt(y); } } else { for (int x = wallc->sx1; x < wallc->sx2; x++) { float t = (x - wallc->sx1) * rcp_delta; float y = y1 * (1.0f - t) + y2 * t; ScreenY[x] = (short)clamp(xs_RoundToInt(y), 0, viewheight); } } return ProjectedWallCull::Visible; } ProjectedWallCull ProjectedWallLine::Project(RenderViewport *viewport, const secplane_t &plane, const FWallCoords *wallc, seg_t *curline, bool xflip) { if (!plane.isSlope()) { return Project(viewport, plane.Zat0() - viewport->viewpoint.Pos.Z, wallc); } else { // Get Z coordinates at both ends of the line double x, y, den, z1, z2; if (xflip) { x = curline->v2->fX(); y = curline->v2->fY(); if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y)) { double frac = (wallc->tleft.Y + wallc->tleft.X) / den; x -= frac * (x - curline->v1->fX()); y -= frac * (y - curline->v1->fY()); } z1 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z; if (wallc->sx2 > wallc->sx1 + 1) { x = curline->v1->fX(); y = curline->v1->fY(); if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y)) { double frac = (wallc->tright.Y - wallc->tright.X) / den; x += frac * (curline->v2->fX() - x); y += frac * (curline->v2->fY() - y); } z2 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z; } else { z2 = z1; } } else { x = curline->v1->fX(); y = curline->v1->fY(); if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y)) { double frac = (wallc->tleft.Y + wallc->tleft.X) / den; x += frac * (curline->v2->fX() - x); y += frac * (curline->v2->fY() - y); } z1 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z; if (wallc->sx2 > wallc->sx1 + 1) { x = curline->v2->fX(); y = curline->v2->fY(); if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y)) { double frac = (wallc->tright.Y - wallc->tright.X) / den; x -= frac * (x - curline->v1->fX()); y -= frac * (y - curline->v1->fY()); } z2 = plane.ZatPoint(x, y) - viewport->viewpoint.Pos.Z; } else { z2 = z1; } } return Project(viewport, z1, z2, wallc); } } ///////////////////////////////////////////////////////////////////////// void ProjectedWallTexcoords::Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT) { float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - viewport->CenterX); float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - viewport->CenterX); float uGradient = WallT.UoverZstep; float zGradient = WallT.InvZstep; float xrepeat = (float)fabs(walxrepeat); float depthScale = (float)(WallT.InvZstep * viewport->WallTMapScale2); float depthOrg = (float)(-WallT.UoverZstep * viewport->WallTMapScale2); if (walxrepeat < 0.0) { for (int x = x1; x < x2; x++) { float u = uOverZ / invZ; UPos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT); VStep[x] = depthOrg + u * depthScale; uOverZ += uGradient; invZ += zGradient; } } else { for (int x = x1; x < x2; x++) { float u = uOverZ / invZ; UPos[x] = (fixed_t)(u * xrepeat * FRACUNIT); VStep[x] = depthOrg + u * depthScale; uOverZ += uGradient; invZ += zGradient; } } } void ProjectedWallTexcoords::ProjectPos(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT) { float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - viewport->CenterX); float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - viewport->CenterX); float uGradient = WallT.UoverZstep; float zGradient = WallT.InvZstep; float xrepeat = (float)fabs(walxrepeat); if (walxrepeat < 0.0f) { for (int x = x1; x < x2; x++) { float u = uOverZ / invZ * xrepeat - xrepeat; UPos[x] = (fixed_t)(u * FRACUNIT); uOverZ += uGradient; invZ += zGradient; } } else { for (int x = x1; x < x2; x++) { float u = uOverZ / invZ * xrepeat; UPos[x] = (fixed_t)(u * FRACUNIT); uOverZ += uGradient; invZ += zGradient; } } } ///////////////////////////////////////////////////////////////////////// void ProjectedWallLight::SetLightLeft(RenderThread *thread, const FWallCoords &wallc) { x1 = wallc.sx1; CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0) { lightleft = float(thread->Light->WallVis(wallc.sz1, foggy)); lightstep = float((thread->Light->WallVis(wallc.sz2, foggy) - lightleft) / (wallc.sx2 - wallc.sx1)); } else { lightleft = 1; lightstep = 0; } } void ProjectedWallLight::SetColormap(const sector_t *frontsector, seg_t *lineseg, lightlist_t *lit) { if (!lit) { basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]); foggy = frontsector->Level->fadeto || frontsector->Colormap.FadeColor || (frontsector->Level->flags & LEVEL_HASFADETABLE); if (!(lineseg->sidedef->Flags & WALLF_POLYOBJ)) lightlevel = lineseg->sidedef->GetLightLevel(foggy, frontsector->lightlevel); else lightlevel = frontsector->GetLightLevel(); } else { basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); foggy = frontsector->Level->fadeto || basecolormap->Fade || (frontsector->Level->flags & LEVEL_HASFADETABLE); lightlevel = lineseg->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr); } } }