126 lines
4.4 KiB
C++
126 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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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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#pragma once
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#include "r_defs.h"
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namespace swrenderer
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{
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struct FWallCoords;
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struct DrawSegmentClipInfo;
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enum class ProjectedWallCull
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{
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Visible,
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OutsideAbove,
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OutsideBelow
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};
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class ProjectedWallLine
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{
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public:
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short ScreenY[MAXWIDTH];
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ProjectedWallCull Project(RenderViewport *viewport, double z1, double z2, const FWallCoords *wallc);
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ProjectedWallCull Project(RenderViewport *viewport, const secplane_t &plane, const FWallCoords *wallc, seg_t *line, bool xflip);
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ProjectedWallCull Project(RenderViewport *viewport, double z, const FWallCoords *wallc);
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void ClipTop(int x1, int x2, const DrawSegmentClipInfo& clip);
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void ClipBottom(int x1, int x2, const DrawSegmentClipInfo& clip);
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};
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struct FWallTmapVals
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{
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void InitFromWallCoords(RenderThread* thread, const FWallCoords* wallc);
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void InitFromLine(RenderThread* thread, seg_t* line);
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private:
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float UoverZorg, UoverZstep;
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float InvZorg, InvZstep;
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friend class ProjectedWallTexcoords;
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};
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class ProjectedWallTexcoords
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{
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public:
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void ProjectTop(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void ProjectMid(RenderViewport* viewport, sector_t* frontsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void ProjectBottom(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void ProjectTranslucent(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void Project3DFloor(RenderViewport* viewport, F3DFloor* rover, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void ProjectSprite(RenderViewport* viewport, double topZ, double scale, bool flipX, bool flipY, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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float VStep(int x) const;
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fixed_t UPos(int x) const;
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private:
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void Project(RenderViewport* viewport, double walxrepeat, int x1, int x2, const FWallTmapVals& WallT, bool flipx = false);
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static fixed_t GetXOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetRowOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetXScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetYScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
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double CenterX;
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double WallTMapScale2;
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double walxrepeat;
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int x1;
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int x2;
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FWallTmapVals WallT;
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bool flipx;
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float yscale = 1.0f;
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fixed_t xoffset = 0;
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double texturemid = 0.0f;
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friend class RenderWallPart;
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friend class SpriteDrawerArgs;
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};
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class ProjectedWallLight
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{
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public:
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int GetLightLevel() const { return lightlevel; }
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bool GetFoggy() const { return foggy; }
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FDynamicColormap *GetBaseColormap() const { return basecolormap; }
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float GetLightPos(int x) const { return lightleft + lightstep * (x - x1); }
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float GetLightStep() const { return lightstep; }
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void SetColormap(const sector_t *frontsector, seg_t *lineseg, lightlist_t *lit = nullptr);
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void SetLightLeft(float left, float step, int startx) { lightleft = left; lightstep = step; x1 = startx; }
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void SetLightLeft(RenderThread *thread, const FWallCoords &wallc);
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private:
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int lightlevel;
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bool foggy;
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FDynamicColormap *basecolormap;
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int x1;
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float lightleft;
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float lightstep;
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};
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}
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