vkdoom_m/src/rendering/swrenderer/things/r_decal.cpp
Christoph Oelckers 8c5eb2c807 use FTranslationID in all places where strict type checking is needed.
This means all properties in serializable classes now use this wrapper type. The backend hasn't been changed yet
2023-11-09 23:04:10 +01:00

257 lines
7.8 KiB
C++

//-----------------------------------------------------------------------------
//
// 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 <stdlib.h>
#include <stddef.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 "filesystem.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "r_decal.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "texturemanager.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/things/r_wallsprite.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/viewport/r_spritedrawer.h"
#include "r_memory.h"
#include "swrenderer/r_renderthread.h"
namespace swrenderer
{
void RenderDecal::RenderDecals(RenderThread *thread, DrawSegment *draw_segment, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass)
{
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(thread, decal, draw_segment, curline, lightsector, walltop, wallbottom, drawsegPass);
}
}
void RenderDecal::Render(RenderThread *thread, DBaseDecal *decal, DrawSegment *clipper, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double zpos;
int needrepeat = 0;
sector_t *back;
FDynamicColormap *usecolormap;
const short *mfloorclip;
const short *mceilingclip;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
// for 3d-floor segments use the model sector as reference
sector_t *front;
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
else front = curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
FSoftwareTexture *WallSpriteTile = GetPalettedSWTexture(decal->PicNum, true);
if (WallSpriteTile == NULL)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
double edge_right = WallSpriteTile->GetWidth();
double edge_left = WallSpriteTile->GetLeftOffset(0); // decals should not use renderer-specific offsets.
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(curline->sidedef, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
decal_left = decal_pos - edge_left * angvec - thread->Viewport->viewpoint.Pos;
decal_right = decal_pos + edge_right * angvec - thread->Viewport->viewpoint.Pos;
FWallCoords WallC;
if (WallC.Init(thread, decal_left, decal_right))
return;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
return;
int tier = side_t::mid;
if (drawsegPass)
{
uint32_t clipMode = decal->RenderFlags & RF_CLIPMASK;
if (clipMode != RF_CLIPMID && clipMode != RF_CLIPFULL)
return;
// Clip decal to stay within the draw segment wall
mceilingclip = walltop;
mfloorclip = wallbottom;
// Rumor has it that if RT_CLIPMASK is specified then the decal should be clipped according
// to the full drawsegment visibility, as implemented in the remarked section below.
//
// This is problematic because not all 3d floors may have been drawn yet at this point. The
// code below might work ok for cases where there is only one 3d floor.
/*if (clipMode == RF_CLIPFULL)
{
mceilingclip = clipper->sprtopclip - clipper->x1;
mfloorclip = clipper->sprbottomclip - clipper->x1;
}*/
}
else
{
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
default:
// keep GCC quiet.
return;
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else
{
mceilingclip = walltop;
mfloorclip = thread->OpaquePass->ceilingclip;
needrepeat = 1;
}
break;
case RF_CLIPUPPER:
tier = side_t::top;
mceilingclip = walltop;
mfloorclip = thread->OpaquePass->ceilingclip;
break;
case RF_CLIPMID:
return;
case RF_CLIPLOWER:
tier = side_t::bottom;
mceilingclip = thread->OpaquePass->floorclip;
mfloorclip = wallbottom;
break;
}
}
// Prepare lighting
ProjectedWallLight light;
light.SetColormap(lightsector, curline, tier);
light.SetLightLeft(thread, WallC);
usecolormap = light.GetBaseColormap();
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
}
// Draw it
do
{
ColormapLight cmlight;
cmlight.SetColormap(thread, MINZ, light.GetLightLevel(), light.GetFoggy(), usecolormap, decal->RenderFlags & RF_FULLBRIGHT, false, false, false, false);
SpriteDrawerArgs drawerargs;
bool visible = drawerargs.SetStyle(thread->Viewport.get(), decal->RenderStyle, (float)decal->Alpha, decal->Translation.index(), decal->AlphaColor, cmlight);
if (visible)
{
drawerargs.DrawMasked(thread, zpos + WallSpriteTile->GetTopOffset(0) * decal->ScaleY, decal->ScaleY, decal->RenderFlags & RF_XFLIP, decal->RenderFlags & RF_YFLIP, WallC, clipper->x1, clipper->x2, light, WallSpriteTile, mfloorclip, mceilingclip, decal->RenderStyle);
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = thread->OpaquePass->floorclip;
mfloorclip = wallbottom;
} while (needrepeat--);
}
}