1414 lines
37 KiB
C++
1414 lines
37 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Refresh of things, i.e. objects represented by sprites.
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "r_bsp.h"
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#include "r_3dfloors.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "swrenderer/things/r_voxel.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "r_portal.h"
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#include "swrenderer/things/r_particle.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Bool, r_blendmethod)
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
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namespace swrenderer
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{
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using namespace drawerargs;
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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//
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fixed_t sky1scale; // [RH] Sky 1 scale factor
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fixed_t sky2scale; // [RH] Sky 2 scale factor
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FTexture *WallSpriteTile;
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//
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// INITIALIZATION FUNCTIONS
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//
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//
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// GAME FUNCTIONS
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//
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bool DrewAVoxel;
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static vissprite_t **spritesorter;
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static int spritesortersize = 0;
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static int vsprcount;
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void R_DeinitSprites()
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{
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R_DeinitVisSprites();
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R_DeinitRenderVoxel();
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// Free vissprites sorter
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if (spritesorter != NULL)
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{
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delete[] spritesorter;
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spritesortersize = 0;
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spritesorter = NULL;
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}
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}
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//
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// R_ClearSprites
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// Called at frame start.
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//
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void R_ClearSprites (void)
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{
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R_ClearVisSprites();
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DrewAVoxel = false;
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}
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static TArray<drawseg_t *> portaldrawsegs;
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static inline void R_CollectPortals()
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{
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// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
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// Having that function over the entire list of drawsegs can break down performance quite drastically.
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// This is doing the costly stuff only once so that R_ClipSpriteColumnWithPortals can
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// a) exit early if no relevant info is found and
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// b) skip most of the collected drawsegs which have no portal attached.
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portaldrawsegs.Clear();
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for (drawseg_t* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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{
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// I don't know what makes this happen (some old top-down portal code or possibly skybox code? something adds null lines...)
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// crashes at the first frame of the first map of Action2.wad
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if (!seg->curline) continue;
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line_t* line = seg->curline->linedef;
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// ignore minisegs from GL nodes.
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if (!line) continue;
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// check if this line will clip sprites to itself
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if (!line->isVisualPortal() && line->special != Line_Mirror)
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continue;
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// don't clip sprites with portal's back side (it's transparent)
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if (seg->curline->sidedef != line->sidedef[0])
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continue;
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portaldrawsegs.Push(seg);
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}
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}
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bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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{
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RenderPortal *renderportal = RenderPortal::Instance();
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// [ZZ] 10.01.2016: don't clip sprites from the root of a skybox.
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if (renderportal->CurrentPortalInSkybox)
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return false;
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for (drawseg_t *seg : portaldrawsegs)
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{
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// ignore segs from other portals
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if (seg->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue;
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// (all checks that are already done in R_CollectPortals have been removed for performance reasons.)
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// don't clip if the sprite is in front of the portal
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if (!P_PointOnLineSidePrecise(spr->gpos.X, spr->gpos.Y, seg->curline->linedef))
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continue;
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// now if current column is covered by this drawseg, we clip it away
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if ((dc_x >= seg->x1) && (dc_x < seg->x2))
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return true;
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}
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return false;
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}
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//
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// R_ProjectSprite
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// Generates a vissprite for a thing if it might be visible.
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//
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void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
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{
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double tr_x;
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double tr_y;
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double gzt; // killough 3/27/98
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double gzb; // [RH] use bottom of sprite, not actor
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double tx;// , tx2;
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double tz;
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double xscale = 1, yscale = 1;
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int x1;
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int x2;
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FTextureID picnum;
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FTexture *tex;
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FVoxelDef *voxel;
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vissprite_t* vis;
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fixed_t iscale;
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sector_t* heightsec; // killough 3/27/98
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer() ||
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!thing->IsInsideVisibleAngles())
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{
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return;
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}
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RenderPortal *renderportal = RenderPortal::Instance();
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// [ZZ] Or less definitely not visible (hue)
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// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
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return;
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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tex = NULL;
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voxel = NULL;
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int spritenum = thing->sprite;
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DVector2 spriteScale = thing->Scale;
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int renderflags = thing->renderflags;
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if (spriteScale.Y < 0)
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{
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spriteScale.Y = -spriteScale.Y;
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renderflags ^= RF_YFLIP;
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}
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if (thing->player != NULL)
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{
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P_CheckPlayerSprite(thing, spritenum, spriteScale);
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}
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if (thing->picnum.isValid())
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{
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picnum = thing->picnum;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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{
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return;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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}
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}
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else
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{
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// decide which texture to use for the sprite
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if ((unsigned)spritenum >= sprites.Size ())
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{
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DPrintf (DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
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return;
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}
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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if (r_drawvoxels)
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{
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voxel = sprframe->Voxel;
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}
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}
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}
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if (spriteScale.X < 0)
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{
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spriteScale.X = -spriteScale.X;
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renderflags ^= RF_XFLIP;
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}
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if (voxel == NULL && (tex == NULL || tex->UseType == FTexture::TEX_Null))
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{
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return;
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}
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if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
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return;
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}
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// transform the origin point
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tr_x = pos.X - ViewPos.X;
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tr_y = pos.Y - ViewPos.Y;
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tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// thing is behind view plane?
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if (voxel == NULL && tz < MINZ)
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return;
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tx = tr_x * ViewSin - tr_y * ViewCos;
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// [RH] Flip for mirrors
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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tx = -tx;
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}
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//tx2 = tx >> 4;
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// too far off the side?
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// if it's a voxel, it can be further off the side
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if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
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(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
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{
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return;
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}
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if (voxel == NULL)
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{
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// [RH] Added scaling
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int scaled_to = tex->GetScaledTopOffset();
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int scaled_bo = scaled_to - tex->GetScaledHeight();
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gzt = pos.Z + spriteScale.Y * scaled_to;
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gzb = pos.Z + spriteScale.Y * scaled_bo;
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}
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else
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{
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xscale = spriteScale.X * voxel->Scale;
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yscale = spriteScale.Y * voxel->Scale;
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double piv = voxel->Voxel->Mips[0].Pivot.Z;
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gzt = pos.Z + yscale * piv - thing->Floorclip;
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gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
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if (gzt <= gzb)
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return;
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}
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// killough 3/27/98: exclude things totally separated
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// from the viewer, by either water or fake ceilings
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// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
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heightsec = thing->Sector->GetHeightSec();
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if (heightsec != NULL) // only clip things which are in special sectors
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{
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if (fakeside == WaterFakeSide::AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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if (voxel == NULL)
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{
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xscale = CenterX / tz;
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// [RH] Reject sprites that are off the top or bottom of the screen
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if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
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{
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return;
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}
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// [RH] Flip for mirrors
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renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
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// calculate edges of the shape
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const double thingxscalemul = spriteScale.X / tex->Scale.X;
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tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
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double dtx1 = tx * xscale;
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x1 = centerx + xs_RoundToInt(dtx1);
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// off the right side?
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if (x1 >= renderportal->WindowRight)
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return;
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tx += tex->GetWidth() * thingxscalemul;
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x2 = centerx + xs_RoundToInt(tx * xscale);
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// off the left side or too small?
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if ((x2 < renderportal->WindowLeft || x2 <= x1))
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return;
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xscale = spriteScale.X * xscale / tex->Scale.X;
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iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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vis->yscale = float(InvZtoScale * yscale / tz);
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vis->idepth = float(1 / tz);
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vis->floorclip = thing->Floorclip / yscale;
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
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vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
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vis->Angle = thing->Angles.Yaw;
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if (renderflags & RF_XFLIP)
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{
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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vis->xiscale = -iscale;
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}
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else
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{
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vis->startfrac = 0;
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vis->xiscale = iscale;
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}
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vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
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}
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else
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{
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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vis->yscale = (float)yscale;
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vis->x1 = renderportal->WindowLeft;
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vis->x2 = renderportal->WindowRight;
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vis->idepth = 1 / MINZ;
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vis->floorclip = thing->Floorclip;
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|
pos.Z -= thing->Floorclip;
|
|
|
|
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
|
|
|
|
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
|
if (voxelspin != 0)
|
|
{
|
|
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
|
|
vis->Angle -= ang;
|
|
}
|
|
|
|
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
|
|
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
|
|
}
|
|
|
|
// killough 3/27/98: save sector for special clipping later
|
|
vis->heightsec = heightsec;
|
|
vis->sector = thing->Sector;
|
|
|
|
vis->depth = (float)tz;
|
|
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
|
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
|
|
vis->gzt = (float)gzt; // killough 3/27/98
|
|
vis->deltax = float(pos.X - ViewPos.X);
|
|
vis->deltay = float(pos.Y - ViewPos.Y);
|
|
vis->renderflags = renderflags;
|
|
if(thing->flags5 & MF5_BRIGHT)
|
|
vis->renderflags |= RF_FULLBRIGHT; // kg3D
|
|
vis->Style.RenderStyle = thing->RenderStyle;
|
|
vis->FillColor = thing->fillcolor;
|
|
vis->Translation = thing->Translation; // [RH] thing translation table
|
|
vis->FakeFlatStat = fakeside;
|
|
vis->Style.Alpha = float(thing->Alpha);
|
|
vis->fakefloor = fakefloor;
|
|
vis->fakeceiling = fakeceiling;
|
|
vis->Style.ColormapNum = 0;
|
|
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
|
vis->bSplitSprite = false;
|
|
|
|
if (voxel != NULL)
|
|
{
|
|
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
|
|
// too. That means if the source is inverted, we need to do the reverse of what
|
|
// the invert overlay flag says to do.
|
|
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertcolormap = !invertcolormap;
|
|
}
|
|
|
|
FDynamicColormap *mybasecolormap = basecolormap;
|
|
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
|
{
|
|
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
|
|
}
|
|
|
|
// Sprites that are added to the scene must fade to black.
|
|
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
|
}
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
{
|
|
if (invertcolormap)
|
|
{ // Fade to white
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
|
invertcolormap = false;
|
|
}
|
|
else
|
|
{ // Fade to black
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
// get light level
|
|
if (fixedcolormap != NULL)
|
|
{ // fixed map
|
|
vis->Style.BaseColormap = fixedcolormap;
|
|
vis->Style.ColormapNum = 0;
|
|
}
|
|
else
|
|
{
|
|
if (invertcolormap)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
}
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
vis->Style.BaseColormap = mybasecolormap;
|
|
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
}
|
|
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
|
{ // full bright
|
|
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
vis->Style.ColormapNum = 0;
|
|
}
|
|
else
|
|
{ // diminished light
|
|
vis->Style.ColormapNum = GETPALOOKUP(
|
|
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
vis->Style.BaseColormap = mybasecolormap;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_AddSprites
|
|
// During BSP traversal, this adds sprites by sector.
|
|
//
|
|
// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
|
|
// [RH] Save which side of heightsec sprite is on here.
|
|
void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
|
|
{
|
|
F3DFloor *fakeceiling = NULL;
|
|
F3DFloor *fakefloor = NULL;
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether it was already added.
|
|
if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
|
|
return;
|
|
|
|
// Well, now it will be done.
|
|
sec->validcount = validcount;
|
|
|
|
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
|
|
|
|
// Handle all things in sector.
|
|
for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
|
|
{
|
|
auto thing = p->m_thing;
|
|
if (thing->validcount == validcount) continue;
|
|
thing->validcount = validcount;
|
|
|
|
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
|
if (cvar != NULL && *cvar >= 0)
|
|
{
|
|
double dist = (thing->Pos() - ViewPos).LengthSquared();
|
|
double check = (double)**cvar;
|
|
if (dist >= check * check)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// find fake level
|
|
for(auto rover : thing->Sector->e->XFloor.ffloors)
|
|
{
|
|
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
|
|
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
|
|
if(!fakefloor)
|
|
{
|
|
if(!rover->top.plane->isSlope())
|
|
{
|
|
if(rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
|
|
}
|
|
}
|
|
if(!rover->bottom.plane->isSlope())
|
|
{
|
|
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
|
|
}
|
|
}
|
|
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
|
|
fakeceiling = NULL;
|
|
fakefloor = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// R_SortVisSprites
|
|
//
|
|
// [RH] The old code for this function used a bubble sort, which was far less
|
|
// than optimal with large numbers of sprites. I changed it to use the
|
|
// stdlib qsort() function instead, and now it is a *lot* faster; the
|
|
// more vissprites that need to be sorted, the better the performance
|
|
// gain compared to the old function.
|
|
//
|
|
// Sort vissprites by depth, far to near
|
|
|
|
// This is the standard version, which does a simple test based on depth.
|
|
static bool sv_compare(vissprite_t *a, vissprite_t *b)
|
|
{
|
|
return a->idepth > b->idepth;
|
|
}
|
|
|
|
// This is an alternate version, for when one or more voxel is in view.
|
|
// It does a 2D distance test based on whichever one is furthest from
|
|
// the viewpoint.
|
|
static bool sv_compare2d(vissprite_t *a, vissprite_t *b)
|
|
{
|
|
return DVector2(a->deltax, a->deltay).LengthSquared() <
|
|
DVector2(b->deltax, b->deltay).LengthSquared();
|
|
}
|
|
|
|
#if 0
|
|
static drawseg_t **drawsegsorter;
|
|
static int drawsegsortersize = 0;
|
|
|
|
// Sort vissprites by leftmost column, left to right
|
|
static int sv_comparex (const void *arg1, const void *arg2)
|
|
{
|
|
return (*(vissprite_t **)arg2)->x1 - (*(vissprite_t **)arg1)->x1;
|
|
}
|
|
|
|
// Sort drawsegs by rightmost column, left to right
|
|
static int sd_comparex (const void *arg1, const void *arg2)
|
|
{
|
|
return (*(drawseg_t **)arg2)->x2 - (*(drawseg_t **)arg1)->x2;
|
|
}
|
|
|
|
// Split up vissprites that intersect drawsegs
|
|
void R_SplitVisSprites ()
|
|
{
|
|
size_t start, stop;
|
|
size_t numdrawsegs = ds_p - firstdrawseg;
|
|
size_t numsprites;
|
|
size_t spr, dseg, dseg2;
|
|
|
|
if (!r_splitsprites)
|
|
return;
|
|
|
|
if (numdrawsegs == 0 || vissprite_p - firstvissprite == 0)
|
|
return;
|
|
|
|
// Sort drawsegs from left to right
|
|
if (numdrawsegs > drawsegsortersize)
|
|
{
|
|
if (drawsegsorter != NULL)
|
|
delete[] drawsegsorter;
|
|
drawsegsortersize = numdrawsegs * 2;
|
|
drawsegsorter = new drawseg_t *[drawsegsortersize];
|
|
}
|
|
for (dseg = dseg2 = 0; dseg < numdrawsegs; ++dseg)
|
|
{
|
|
// Drawsegs that don't clip any sprites don't need to be considered.
|
|
if (firstdrawseg[dseg].silhouette)
|
|
{
|
|
drawsegsorter[dseg2++] = &firstdrawseg[dseg];
|
|
}
|
|
}
|
|
numdrawsegs = dseg2;
|
|
if (numdrawsegs == 0)
|
|
{
|
|
return;
|
|
}
|
|
qsort (drawsegsorter, numdrawsegs, sizeof(drawseg_t *), sd_comparex);
|
|
|
|
// Now sort vissprites from left to right, and walk them simultaneously
|
|
// with the drawsegs, splitting any that intersect.
|
|
start = firstvissprite - vissprites;
|
|
|
|
int p = 0;
|
|
do
|
|
{
|
|
p++;
|
|
R_SortVisSprites (sv_comparex, start);
|
|
stop = vissprite_p - vissprites;
|
|
numsprites = stop - start;
|
|
|
|
spr = dseg = 0;
|
|
do
|
|
{
|
|
vissprite_t *vis = spritesorter[spr], *vis2;
|
|
|
|
// Skip drawsegs until we get to one that doesn't end before the sprite
|
|
// begins.
|
|
while (dseg < numdrawsegs && drawsegsorter[dseg]->x2 <= vis->x1)
|
|
{
|
|
dseg++;
|
|
}
|
|
// Now split the sprite against any drawsegs it intersects
|
|
for (dseg2 = dseg; dseg2 < numdrawsegs; dseg2++)
|
|
{
|
|
drawseg_t *ds = drawsegsorter[dseg2];
|
|
|
|
if (ds->x1 > vis->x2 || ds->x2 < vis->x1)
|
|
continue;
|
|
|
|
if ((vis->idepth < ds->siz1) != (vis->idepth < ds->siz2))
|
|
{ // The drawseg is crossed; find the x where the intersection occurs
|
|
int cross = Scale (vis->idepth - ds->siz1, ds->sx2 - ds->sx1, ds->siz2 - ds->siz1) + ds->sx1 + 1;
|
|
|
|
/* if (cross < ds->x1 || cross > ds->x2)
|
|
{ // The original seg is crossed, but the drawseg is not
|
|
continue;
|
|
}
|
|
*/ if (cross <= vis->x1 || cross >= vis->x2)
|
|
{ // Don't create 0-sized sprites
|
|
continue;
|
|
}
|
|
|
|
vis->bSplitSprite = true;
|
|
|
|
// Create a new vissprite for the right part of the sprite
|
|
vis2 = R_NewVisSprite ();
|
|
*vis2 = *vis;
|
|
vis2->startfrac += vis2->xiscale * (cross - vis2->x1);
|
|
vis->x2 = cross-1;
|
|
vis2->x1 = cross;
|
|
//vis2->alpha /= 2;
|
|
//vis2->RenderStyle = STYLE_Add;
|
|
|
|
if (vis->idepth < ds->siz1)
|
|
{ // Left is in back, right is in front
|
|
vis->sector = ds->curline->backsector;
|
|
vis2->sector = ds->curline->frontsector;
|
|
}
|
|
else
|
|
{ // Right is in front, left is in back
|
|
vis->sector = ds->curline->frontsector;
|
|
vis2->sector = ds->curline->backsector;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (dseg < numdrawsegs && ++spr < numsprites);
|
|
|
|
// Repeat for any new sprites that were added.
|
|
}
|
|
while (start = stop, stop != vissprite_p - vissprites);
|
|
}
|
|
#endif
|
|
|
|
#ifdef __GNUC__
|
|
static void swap(vissprite_t *&a, vissprite_t *&b)
|
|
{
|
|
vissprite_t *t = a;
|
|
a = b;
|
|
b = t;
|
|
}
|
|
#endif
|
|
|
|
void R_SortVisSprites (bool (*compare)(vissprite_t *, vissprite_t *), size_t first)
|
|
{
|
|
int i;
|
|
vissprite_t **spr;
|
|
|
|
vsprcount = int(vissprite_p - &vissprites[first]);
|
|
|
|
if (vsprcount == 0)
|
|
return;
|
|
|
|
if (spritesortersize < MaxVisSprites)
|
|
{
|
|
if (spritesorter != NULL)
|
|
delete[] spritesorter;
|
|
spritesorter = new vissprite_t *[MaxVisSprites];
|
|
spritesortersize = MaxVisSprites;
|
|
}
|
|
|
|
if (!(i_compatflags & COMPATF_SPRITESORT))
|
|
{
|
|
for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
|
|
{
|
|
spritesorter[i] = *spr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the compatibility option is on sprites of equal distance need to
|
|
// be sorted in inverse order. This is most easily achieved by
|
|
// filling the sort array backwards before the sort.
|
|
for (i = 0, spr = firstvissprite + vsprcount-1; i < vsprcount; i++, spr--)
|
|
{
|
|
spritesorter[i] = *spr;
|
|
}
|
|
}
|
|
|
|
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
|
|
}
|
|
|
|
//
|
|
// R_DrawSprite
|
|
//
|
|
void R_DrawSprite (vissprite_t *spr)
|
|
{
|
|
static short clipbot[MAXWIDTH];
|
|
static short cliptop[MAXWIDTH];
|
|
drawseg_t *ds;
|
|
int i;
|
|
int x1, x2;
|
|
int r1, r2;
|
|
short topclip, botclip;
|
|
short *clip1, *clip2;
|
|
FSWColormap *colormap = spr->Style.BaseColormap;
|
|
int colormapnum = spr->Style.ColormapNum;
|
|
F3DFloor *rover;
|
|
FDynamicColormap *mybasecolormap;
|
|
|
|
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
|
|
|
// [RH] Check for particles
|
|
if (!spr->bIsVoxel && spr->pic == NULL)
|
|
{
|
|
// kg3D - reject invisible parts
|
|
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && spr->gpos.Z <= clip3d->sclipBottom) return;
|
|
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && spr->gpos.Z >= clip3d->sclipTop) return;
|
|
R_DrawParticle (spr);
|
|
return;
|
|
}
|
|
|
|
x1 = spr->x1;
|
|
x2 = spr->x2;
|
|
|
|
// [RH] Quickly reject sprites with bad x ranges.
|
|
if (x1 >= x2)
|
|
return;
|
|
|
|
// [RH] Sprites split behind a one-sided line can also be discarded.
|
|
if (spr->sector == NULL)
|
|
return;
|
|
|
|
// kg3D - reject invisible parts
|
|
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && spr->gzt <= clip3d->sclipBottom) return;
|
|
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && spr->gzb >= clip3d->sclipTop) return;
|
|
|
|
// kg3D - correct colors now
|
|
if (!fixedcolormap && fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
|
|
{
|
|
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
|
|
{
|
|
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
|
|
}
|
|
sector_t *sec = NULL;
|
|
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (clip3d->sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
|
|
{
|
|
rover = spr->sector->e->XFloor.lightlist[i].caster;
|
|
if (rover)
|
|
{
|
|
if (rover->flags & FF_DOUBLESHADOW && clip3d->sclipTop <= rover->bottom.plane->Zat0())
|
|
{
|
|
break;
|
|
}
|
|
sec = rover->model;
|
|
if (rover->flags & FF_FADEWALLS)
|
|
{
|
|
mybasecolormap = sec->ColorMap;
|
|
}
|
|
else
|
|
{
|
|
mybasecolormap = spr->sector->e->XFloor.lightlist[i].extra_colormap;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// found new values, recalculate
|
|
if (sec)
|
|
{
|
|
INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertcolormap = !invertcolormap;
|
|
}
|
|
|
|
// Sprites that are added to the scene must fade to black.
|
|
if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
|
}
|
|
|
|
if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
{
|
|
if (invertcolormap)
|
|
{ // Fade to white
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
|
invertcolormap = false;
|
|
}
|
|
else
|
|
{ // Fade to black
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
// get light level
|
|
if (invertcolormap)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
}
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
spr->Style.BaseColormap = mybasecolormap;
|
|
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
}
|
|
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
|
{ // full bright
|
|
spr->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
spr->Style.ColormapNum = 0;
|
|
}
|
|
else
|
|
{ // diminished light
|
|
int spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
|
|
spr->Style.BaseColormap = mybasecolormap;
|
|
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Initialize the clipping arrays to their largest possible range
|
|
// instead of using a special "not clipped" value. This eliminates
|
|
// visual anomalies when looking down and should be faster, too.
|
|
topclip = 0;
|
|
botclip = viewheight;
|
|
|
|
// killough 3/27/98:
|
|
// Clip the sprite against deep water and/or fake ceilings.
|
|
// [RH] rewrote this to be based on which part of the sector is really visible
|
|
|
|
double scale = InvZtoScale * spr->idepth;
|
|
double hzb = DBL_MIN, hzt = DBL_MAX;
|
|
|
|
if (spr->bIsVoxel && spr->floorclip != 0)
|
|
{
|
|
hzb = spr->gzb;
|
|
}
|
|
|
|
if (spr->heightsec && !(spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
|
{ // only things in specially marked sectors
|
|
if (spr->FakeFlatStat != WaterFakeSide::AboveCeiling)
|
|
{
|
|
double hz = spr->heightsec->floorplane.ZatPoint(spr->gpos);
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
|
|
if (spr->FakeFlatStat == WaterFakeSide::BelowFloor)
|
|
{ // seen below floor: clip top
|
|
if (!spr->bIsVoxel && h > topclip)
|
|
{
|
|
topclip = short(MIN(h, viewheight));
|
|
}
|
|
hzt = MIN(hzt, hz);
|
|
}
|
|
else
|
|
{ // seen in the middle: clip bottom
|
|
if (!spr->bIsVoxel && h < botclip)
|
|
{
|
|
botclip = MAX<short> (0, h);
|
|
}
|
|
hzb = MAX(hzb, hz);
|
|
}
|
|
}
|
|
if (spr->FakeFlatStat != WaterFakeSide::BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY))
|
|
{
|
|
double hz = spr->heightsec->ceilingplane.ZatPoint(spr->gpos);
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
|
|
if (spr->FakeFlatStat == WaterFakeSide::AboveCeiling)
|
|
{ // seen above ceiling: clip bottom
|
|
if (!spr->bIsVoxel && h < botclip)
|
|
{
|
|
botclip = MAX<short> (0, h);
|
|
}
|
|
hzb = MAX(hzb, hz);
|
|
}
|
|
else
|
|
{ // seen in the middle: clip top
|
|
if (!spr->bIsVoxel && h > topclip)
|
|
{
|
|
topclip = MIN(h, viewheight);
|
|
}
|
|
hzt = MIN(hzt, hz);
|
|
}
|
|
}
|
|
}
|
|
// killough 3/27/98: end special clipping for deep water / fake ceilings
|
|
else if (!spr->bIsVoxel && spr->floorclip)
|
|
{ // [RH] Move floorclip stuff from R_DrawVisSprite to here
|
|
//int clip = ((FLOAT2FIXED(CenterY) - FixedMul (spr->texturemid - (spr->pic->GetHeight() << FRACBITS) + spr->floorclip, spr->yscale)) >> FRACBITS);
|
|
int clip = xs_RoundToInt(CenterY - (spr->texturemid - spr->pic->GetHeight() + spr->floorclip) * spr->yscale);
|
|
if (clip < botclip)
|
|
{
|
|
botclip = MAX<short>(0, clip);
|
|
}
|
|
}
|
|
|
|
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
|
{
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
double hz = clip3d->sclipBottom;
|
|
if (spr->fakefloor)
|
|
{
|
|
double floorz = spr->fakefloor->top.plane->Zat0();
|
|
if (ViewPos.Z > floorz && floorz == clip3d->sclipBottom )
|
|
{
|
|
hz = spr->fakefloor->bottom.plane->Zat0();
|
|
}
|
|
}
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
if (h < botclip)
|
|
{
|
|
botclip = MAX<short>(0, h);
|
|
}
|
|
}
|
|
hzb = MAX(hzb, clip3d->sclipBottom);
|
|
}
|
|
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
|
{
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
double hz = clip3d->sclipTop;
|
|
if (spr->fakeceiling != NULL)
|
|
{
|
|
double ceilingZ = spr->fakeceiling->bottom.plane->Zat0();
|
|
if (ViewPos.Z < ceilingZ && ceilingZ == clip3d->sclipTop)
|
|
{
|
|
hz = spr->fakeceiling->top.plane->Zat0();
|
|
}
|
|
}
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
if (h > topclip)
|
|
{
|
|
topclip = short(MIN(h, viewheight));
|
|
}
|
|
}
|
|
hzt = MIN(hzt, clip3d->sclipTop);
|
|
}
|
|
|
|
if (topclip >= botclip)
|
|
{
|
|
spr->Style.BaseColormap = colormap;
|
|
spr->Style.ColormapNum = colormapnum;
|
|
return;
|
|
}
|
|
|
|
i = x2 - x1;
|
|
clip1 = clipbot + x1;
|
|
clip2 = cliptop + x1;
|
|
do
|
|
{
|
|
*clip1++ = botclip;
|
|
*clip2++ = topclip;
|
|
} while (--i);
|
|
|
|
// Scan drawsegs from end to start for obscuring segs.
|
|
// The first drawseg that is closer than the sprite is the clip seg.
|
|
|
|
// Modified by Lee Killough:
|
|
// (pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array):
|
|
|
|
// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
|
|
|
|
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
|
|
{
|
|
// [ZZ] portal handling here
|
|
//if (ds->CurrentPortalUniq != spr->CurrentPortalUniq)
|
|
// continue;
|
|
// [ZZ] WARNING: uncommenting the two above lines, totally breaks sprite clipping
|
|
|
|
// kg3D - no clipping on fake segs
|
|
if (ds->fake) continue;
|
|
// determine if the drawseg obscures the sprite
|
|
if (ds->x1 >= x2 || ds->x2 <= x1 ||
|
|
(!(ds->silhouette & SIL_BOTH) && ds->maskedtexturecol == -1 &&
|
|
!ds->bFogBoundary) )
|
|
{
|
|
// does not cover sprite
|
|
continue;
|
|
}
|
|
|
|
r1 = MAX<int> (ds->x1, x1);
|
|
r2 = MIN<int> (ds->x2, x2);
|
|
|
|
float neardepth, fardepth;
|
|
if (!spr->bWallSprite)
|
|
{
|
|
if (ds->sz1 < ds->sz2)
|
|
{
|
|
neardepth = ds->sz1, fardepth = ds->sz2;
|
|
}
|
|
else
|
|
{
|
|
neardepth = ds->sz2, fardepth = ds->sz1;
|
|
}
|
|
}
|
|
|
|
|
|
// Check if sprite is in front of draw seg:
|
|
if ((!spr->bWallSprite && neardepth > spr->depth) || ((spr->bWallSprite || fardepth > spr->depth) &&
|
|
(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
|
|
(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
|
|
{
|
|
RenderPortal *renderportal = RenderPortal::Instance();
|
|
|
|
// seg is behind sprite, so draw the mid texture if it has one
|
|
if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq && // [ZZ] instead, portal uniq check is made here
|
|
(ds->maskedtexturecol != -1 || ds->bFogBoundary))
|
|
R_RenderMaskedSegRange (ds, r1, r2);
|
|
|
|
continue;
|
|
}
|
|
|
|
// clip this piece of the sprite
|
|
// killough 3/27/98: optimized and made much shorter
|
|
// [RH] Optimized further (at least for VC++;
|
|
// other compilers should be at least as good as before)
|
|
|
|
if (ds->silhouette & SIL_BOTTOM) //bottom sil
|
|
{
|
|
clip1 = clipbot + r1;
|
|
clip2 = openings + ds->sprbottomclip + r1 - ds->x1;
|
|
i = r2 - r1;
|
|
do
|
|
{
|
|
if (*clip1 > *clip2)
|
|
*clip1 = *clip2;
|
|
clip1++;
|
|
clip2++;
|
|
} while (--i);
|
|
}
|
|
|
|
if (ds->silhouette & SIL_TOP) // top sil
|
|
{
|
|
clip1 = cliptop + r1;
|
|
clip2 = openings + ds->sprtopclip + r1 - ds->x1;
|
|
i = r2 - r1;
|
|
do
|
|
{
|
|
if (*clip1 < *clip2)
|
|
*clip1 = *clip2;
|
|
clip1++;
|
|
clip2++;
|
|
} while (--i);
|
|
}
|
|
}
|
|
|
|
// all clipping has been performed, so draw the sprite
|
|
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
if (!spr->bWallSprite)
|
|
{
|
|
R_DrawVisSprite(spr, clipbot, cliptop);
|
|
}
|
|
else
|
|
{
|
|
R_DrawWallSprite(spr, clipbot, cliptop);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If it is completely clipped away, don't bother drawing it.
|
|
if (cliptop[x2] >= clipbot[x2])
|
|
{
|
|
for (i = x1; i < x2; ++i)
|
|
{
|
|
if (cliptop[i] < clipbot[i])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (i == x2)
|
|
{
|
|
spr->Style.BaseColormap = colormap;
|
|
spr->Style.ColormapNum = colormapnum;
|
|
return;
|
|
}
|
|
}
|
|
// Add everything outside the left and right edges to the clipping array
|
|
// for R_DrawVisVoxel().
|
|
if (x1 > 0)
|
|
{
|
|
fillshort(cliptop, x1, viewheight);
|
|
}
|
|
if (x2 < viewwidth - 1)
|
|
{
|
|
fillshort(cliptop + x2, viewwidth - x2, viewheight);
|
|
}
|
|
int minvoxely = spr->gzt <= hzt ? 0 : xs_RoundToInt((spr->gzt - hzt) / spr->yscale);
|
|
int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
|
|
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
|
|
}
|
|
spr->Style.BaseColormap = colormap;
|
|
spr->Style.ColormapNum = colormapnum;
|
|
}
|
|
|
|
// kg3D:
|
|
// R_DrawMasked contains sorting
|
|
// original renamed to R_DrawMaskedSingle
|
|
|
|
void R_DrawMaskedSingle (bool renew)
|
|
{
|
|
drawseg_t *ds;
|
|
int i;
|
|
|
|
RenderPortal *renderportal = RenderPortal::Instance();
|
|
|
|
for (i = vsprcount; i > 0; i--)
|
|
{
|
|
if (spritesorter[i-1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
|
|
continue; // probably another time
|
|
R_DrawSprite (spritesorter[i-1]);
|
|
}
|
|
|
|
// render any remaining masked mid textures
|
|
|
|
// Modified by Lee Killough:
|
|
// (pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array):
|
|
|
|
// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
|
|
|
|
if (renew)
|
|
{
|
|
Clip3DFloors::Instance()->fake3D |= FAKE3D_REFRESHCLIP;
|
|
}
|
|
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
|
|
{
|
|
// [ZZ] the same as above
|
|
if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq)
|
|
continue;
|
|
// kg3D - no fake segs
|
|
if (ds->fake) continue;
|
|
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
|
|
{
|
|
R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawHeightPlanes(double height); // kg3D - fake planes
|
|
|
|
void R_DrawMasked ()
|
|
{
|
|
R_CollectPortals();
|
|
R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
|
|
|
|
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
|
if (clip3d->height_top == NULL)
|
|
{ // kg3D - no visible 3D floors, normal rendering
|
|
R_DrawMaskedSingle(false);
|
|
}
|
|
else
|
|
{ // kg3D - correct sorting
|
|
HeightLevel *hl;
|
|
|
|
// ceilings
|
|
for (hl = clip3d->height_cur; hl != NULL && hl->height >= ViewPos.Z; hl = hl->prev)
|
|
{
|
|
if (hl->next)
|
|
{
|
|
clip3d->fake3D = FAKE3D_CLIPBOTTOM | FAKE3D_CLIPTOP;
|
|
clip3d->sclipTop = hl->next->height;
|
|
}
|
|
else
|
|
{
|
|
clip3d->fake3D = FAKE3D_CLIPBOTTOM;
|
|
}
|
|
clip3d->sclipBottom = hl->height;
|
|
R_DrawMaskedSingle(true);
|
|
R_DrawHeightPlanes(hl->height);
|
|
}
|
|
|
|
// floors
|
|
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
|
|
clip3d->sclipTop = clip3d->height_top->height;
|
|
R_DrawMaskedSingle(true);
|
|
hl = clip3d->height_top;
|
|
for (hl = clip3d->height_top; hl != NULL && hl->height < ViewPos.Z; hl = hl->next)
|
|
{
|
|
R_DrawHeightPlanes(hl->height);
|
|
if (hl->next)
|
|
{
|
|
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP | FAKE3D_CLIPBOTTOM;
|
|
clip3d->sclipTop = hl->next->height;
|
|
}
|
|
else
|
|
{
|
|
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM;
|
|
}
|
|
clip3d->sclipBottom = hl->height;
|
|
R_DrawMaskedSingle(true);
|
|
}
|
|
clip3d->DeleteHeights();
|
|
clip3d->fake3D = 0;
|
|
}
|
|
R_DrawPlayerSprites();
|
|
}
|
|
|
|
extern double BaseYaspectMul;;
|
|
|
|
inline int sgn(int v)
|
|
{
|
|
return v < 0 ? -1 : v > 0 ? 1 : 0;
|
|
}
|
|
|
|
}
|