vkdoom_m/src/swrenderer/things/r_decal.cpp
Christoph Oelckers a4d61e6fb1 - everything compiles again.
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00

351 lines
10 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 "templates.h"
#include "i_system.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 "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 "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 "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(thread, sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, drawsegPass);
}
}
void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double yscale;
uint8_t flipx;
double zpos;
int needrepeat = 0;
sector_t *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
float light = 0;
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);
}
}
FTexture *tex = TexMan(decal->PicNum, true);
flipx = (uint8_t)(decal->RenderFlags & RF_XFLIP);
if (tex == NULL || !tex->isValid())
{
return;
}
FSoftwareTexture *WallSpriteTile = tex->GetSoftwareTexture();
// 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(wall, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
float maskedScaleY;
decal_left = decal_pos - edge_left * angvec - thread->Viewport->viewpoint.Pos;
decal_right = decal_pos + edge_right * angvec - thread->Viewport->viewpoint.Pos;
CameraLight *cameraLight;
double texturemid;
FWallCoords WallC;
if (WallC.Init(thread, decal_left, decal_right, TOO_CLOSE_Z))
return;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
return;
FWallTmapVals WallT;
WallT.InitFromWallCoords(thread, &WallC);
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:
mceilingclip = walltop;
mfloorclip = thread->OpaquePass->ceilingclip;
break;
case RF_CLIPMID:
return;
case RF_CLIPLOWER:
mceilingclip = thread->OpaquePass->floorclip;
mfloorclip = wallbottom;
break;
}
}
yscale = decal->ScaleY;
texturemid = WallSpriteTile->GetTopOffset(0) + (zpos - thread->Viewport->viewpoint.Pos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);
x2 = MIN<int>(clipper->x2, x2);
if (x1 >= x2)
{
return;
}
ProjectedWallTexcoords walltexcoords;
walltexcoords.Project(thread->Viewport.get(), WallSpriteTile->GetWidth(), x1, x2, WallT);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
walltexcoords.UPos[i] = right - walltexcoords.UPos[i];
}
}
// Prepare lighting
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// 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);
rereadcolormap = false;
}
light = lightleft + (x1 - savecoord.sx1) * lightstep;
cameraLight = CameraLight::Instance();
// Draw it
bool sprflipvert;
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
texturemid -= WallSpriteTile->GetHeight();
}
else
{
sprflipvert = false;
}
maskedScaleY = float(1 / yscale);
do
{
int x = x1;
SpriteDrawerArgs drawerargs;
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != NULL)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
bool visible = drawerargs.SetStyle(thread->Viewport.get(), decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor, basecolormap);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (visible)
{
thread->PrepareTexture(WallSpriteTile, decal->RenderStyle);
while (x < x2)
{
if (calclighting)
{ // calculate lighting
drawerargs.SetLight(usecolormap, light, wallshade);
}
DrawColumn(thread, drawerargs, x, WallSpriteTile, walltexcoords, texturemid, maskedScaleY, sprflipvert, mfloorclip, mceilingclip, decal->RenderStyle);
light += lightstep;
x++;
}
}
// 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--);
}
void RenderDecal::DrawColumn(RenderThread *thread, SpriteDrawerArgs &drawerargs, int x, FSoftwareTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, FRenderStyle style)
{
auto viewport = thread->Viewport.get();
float iscale = walltexcoords.VStep[x] * maskedScaleY;
double spryscale = 1 / iscale;
double sprtopscreen;
if (sprflipvert)
sprtopscreen = viewport->CenterY + texturemid * spryscale;
else
sprtopscreen = viewport->CenterY - texturemid * spryscale;
drawerargs.DrawMaskedColumn(thread, x, FLOAT2FIXED(iscale), WallSpriteTile, walltexcoords.UPos[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, style);
}
}