136 lines
4.8 KiB
C++
136 lines
4.8 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 DrawSegmentClipInfo;
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struct FWallCoords
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{
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FVector2 tleft; // coords at left of wall in view space rx1,ry1
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FVector2 tright; // coords at right of wall in view space rx2,ry2
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float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
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short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
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float tx1, tx2; // texture coordinate fractions
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bool Init(RenderThread* thread, const DVector2& pt1, const DVector2& pt2, seg_t* lineseg = nullptr);
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};
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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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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, const FWallCoords& WallC, FSoftwareTexture* pic);
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void ProjectMid(RenderViewport* viewport, sector_t* frontsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
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void ProjectBottom(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
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void ProjectTranslucent(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
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void Project3DFloor(RenderViewport* viewport, F3DFloor* rover, seg_t* lineseg, const FWallCoords& WallC, FSoftwareTexture* pic);
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// Gradients
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float upos, ustepX, ustepY;
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float vpos, vstepX, vstepY;
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float wpos, wstepX, wstepY;
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float startX;
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private:
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void Project(RenderViewport* viewport, double walxrepeat, const FWallCoords& WallC, FSoftwareTexture* pic, fixed_t xoffset, double texturemid, float yscale, bool flipx);
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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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struct Vertex
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{
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float x, y, w;
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float u, v;
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};
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float FindGradientX(float bottomX, float c0, float c1, float c2, const Vertex& v1, const Vertex& v2, const Vertex& v3)
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{
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c0 *= v1.w;
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c1 *= v2.w;
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c2 *= v3.w;
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return ((c1 - c2) * (v1.y - v3.y) - (c0 - c2) * (v2.y - v3.y)) / bottomX;
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}
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float FindGradientY(float bottomY, float c0, float c1, float c2, const Vertex& v1, const Vertex& v2, const Vertex& v3)
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{
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c0 *= v1.w;
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c1 *= v2.w;
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c2 *= v3.w;
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return ((c1 - c2) * (v1.x - v3.x) - (c0 - c2) * (v2.x - v3.x)) / bottomY;
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}
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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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bool IsSpriteLight() const { return spritelight; }
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void SetColormap(const sector_t *frontsector, seg_t *lineseg, lightlist_t *lit = nullptr);
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void SetLightLeft(RenderThread *thread, const FWallCoords &wallc);
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void SetSpriteLight() { lightleft = 0.0f; lightstep = 0.0f; spritelight = true; }
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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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bool spritelight;
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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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