vkdoom_m/src/rendering/swrenderer/line/r_wallsetup.h
2019-11-20 22:06:15 +01:00

136 lines
4.8 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/
//
//-----------------------------------------------------------------------------
//
#pragma once
#include "r_defs.h"
namespace swrenderer
{
struct DrawSegmentClipInfo;
struct FWallCoords
{
FVector2 tleft; // coords at left of wall in view space rx1,ry1
FVector2 tright; // coords at right of wall in view space rx2,ry2
float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
float tx1, tx2; // texture coordinate fractions
bool Init(RenderThread* thread, const DVector2& pt1, const DVector2& pt2, seg_t* lineseg = nullptr);
};
enum class ProjectedWallCull
{
Visible,
OutsideAbove,
OutsideBelow
};
class ProjectedWallLine
{
public:
short ScreenY[MAXWIDTH];
ProjectedWallCull Project(RenderViewport *viewport, double z1, double z2, const FWallCoords *wallc);
ProjectedWallCull Project(RenderViewport *viewport, const secplane_t &plane, const FWallCoords *wallc, seg_t *line, bool xflip);
ProjectedWallCull Project(RenderViewport *viewport, double z, const FWallCoords *wallc);
void ClipTop(int x1, int x2, const DrawSegmentClipInfo& clip);
void ClipBottom(int x1, int x2, const DrawSegmentClipInfo& clip);
};
class ProjectedWallTexcoords
{
public:
void ProjectTop(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
void ProjectMid(RenderViewport* viewport, sector_t* frontsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
void ProjectBottom(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
void ProjectTranslucent(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
void Project3DFloor(RenderViewport* viewport, F3DFloor* rover, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
// Gradients
float upos, ustepX, ustepY;
float vpos, vstepX, vstepY;
float wpos, wstepX, wstepY;
float startX;
private:
void Project(RenderViewport* viewport, double walxrepeat, const FWallCoords& WallC, FSoftwareTexture* pic, fixed_t xoffset, double texturemid, float yscale, bool flipx);
static fixed_t GetXOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
static double GetRowOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
static double GetXScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
static double GetYScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
struct Vertex
{
float x, y, w;
float u, v;
};
float FindGradientX(float bottomX, float c0, float c1, float c2, const Vertex& v1, const Vertex& v2, const Vertex& v3)
{
c0 *= v1.w;
c1 *= v2.w;
c2 *= v3.w;
return ((c1 - c2) * (v1.y - v3.y) - (c0 - c2) * (v2.y - v3.y)) / bottomX;
}
float FindGradientY(float bottomY, float c0, float c1, float c2, const Vertex& v1, const Vertex& v2, const Vertex& v3)
{
c0 *= v1.w;
c1 *= v2.w;
c2 *= v3.w;
return ((c1 - c2) * (v1.x - v3.x) - (c0 - c2) * (v2.x - v3.x)) / bottomY;
}
};
class ProjectedWallLight
{
public:
int GetLightLevel() const { return lightlevel; }
bool GetFoggy() const { return foggy; }
FDynamicColormap *GetBaseColormap() const { return basecolormap; }
float GetLightPos(int x) const { return lightleft + lightstep * (x - x1); }
float GetLightStep() const { return lightstep; }
bool IsSpriteLight() const { return spritelight; }
void SetColormap(const sector_t *frontsector, seg_t *lineseg, lightlist_t *lit = nullptr);
void SetLightLeft(RenderThread *thread, const FWallCoords &wallc);
void SetSpriteLight() { lightleft = 0.0f; lightstep = 0.0f; spritelight = true; }
private:
int lightlevel;
bool foggy;
FDynamicColormap *basecolormap;
bool spritelight;
int x1;
float lightleft;
float lightstep;
};
}