vkdoom_m/src/r_plane.cpp
Christoph Oelckers eab06ef086 - more Build cleanup: Moved clearbufshort out of Build derived headers, removed the inline version for GCC 32 bit which was actually Build derived and renamed the C-version of this function, which does not originate from Build to 'fillshort'.
- cleaned out a lot the SafeDivScale stuff in m_fixed.h. The only SafeDivScale variant still in use was #16 for FixedDiv, so all the SafeDivScale stuff has been removed and the 16 variant renamed to FixedDiv because that's the only form in which it is still being used. (2x in R_DrawVoxel and 1x in ACS's FixedDiv PCode.)
- removed Build notice from m_fixed.h because aside from the inlines includes there is nothing here from Build anymore.
2016-12-09 13:04:53 +01:00

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C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Here is a core component: drawing the floors and ceilings,
// while maintaining a per column clipping list only.
// Moreover, the sky areas have to be determined.
//
// MAXVISPLANES is no longer a limit on the number of visplanes,
// but a limit on the number of hash slots; larger numbers mean
// better performance usually but after a point they are wasted,
// and memory and time overheads creep in.
//
// Lee Killough
//
// [RH] Further modified to significantly increase accuracy and add slopes.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_local.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
CVAR(Bool, tilt, false, 0);
CVAR(Bool, r_skyboxes, true, 0)
EXTERN_CVAR(Int, r_skymode)
namespace swrenderer
{
using namespace drawerargs;
extern subsector_t *InSubsector;
static void R_DrawSkyStriped (visplane_t *pl);
planefunction_t floorfunc;
planefunction_t ceilingfunc;
// Here comes the obnoxious "visplane".
#define MAXVISPLANES 128 /* must be a power of 2 */
// Avoid infinite recursion with stacked sectors by limiting them.
#define MAX_SKYBOX_PLANES 1000
// [RH] Allocate one extra for sky box planes.
static visplane_t *visplanes[MAXVISPLANES+1]; // killough
static visplane_t *freetail; // killough
static visplane_t **freehead = &freetail; // killough
visplane_t *floorplane;
visplane_t *ceilingplane;
// killough -- hash function for visplanes
// Empirically verified to be fairly uniform:
#define visplane_hash(picnum,lightlevel,height) \
((unsigned)((picnum)*3+(lightlevel)+(FLOAT2FIXED((height).fD()))*7) & (MAXVISPLANES-1))
// These are copies of the main parameters used when drawing stacked sectors.
// When you change the main parameters, you should copy them here too *unless*
// you are changing them to draw a stacked sector. Otherwise, stacked sectors
// won't draw in skyboxes properly.
int stacked_extralight;
double stacked_visibility;
DVector3 stacked_viewpos;
DAngle stacked_angle;
//
// opening
//
size_t maxopenings;
short *openings;
ptrdiff_t lastopening;
//
// Clip values are the solid pixel bounding the range.
// floorclip starts out SCREENHEIGHT and is just outside the range
// ceilingclip starts out 0 and is just inside the range
//
short floorclip[MAXWIDTH];
short ceilingclip[MAXWIDTH];
//
// texture mapping
//
static double planeheight;
extern "C" {
//
// spanend holds the end of a plane span in each screen row
//
short spanend[MAXHEIGHT];
int planeshade;
FVector3 plane_sz, plane_su, plane_sv;
float planelightfloat;
bool plane_shade;
fixed_t pviewx, pviewy;
}
float yslope[MAXHEIGHT];
static fixed_t xscale, yscale;
static double xstepscale, ystepscale;
static double basexfrac, baseyfrac;
void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool additive, bool masked);
//==========================================================================
//
// R_InitPlanes
//
// Called at game startup.
//
//==========================================================================
void R_InitPlanes ()
{
}
//==========================================================================
//
// R_DeinitPlanes
//
//==========================================================================
void R_DeinitPlanes ()
{
fakeActive = 0;
// do not use R_ClearPlanes because at this point the screen pointer is no longer valid.
for (int i = 0; i <= MAXVISPLANES; i++) // new code -- killough
{
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
{
freehead = &(*freehead)->next;
}
}
for (visplane_t *pl = freetail; pl != NULL; )
{
visplane_t *next = pl->next;
free (pl);
pl = next;
}
}
//==========================================================================
//
// R_MapPlane
//
// Globals used: planeheight, ds_source, basexscale, baseyscale,
// pviewx, pviewy, xoffs, yoffs, basecolormap, xscale, yscale.
//
//==========================================================================
void R_MapPlane (int y, int x1)
{
int x2 = spanend[y];
double distance;
#ifdef RANGECHECK
if (x2 < x1 || x1<0 || x2>=viewwidth || (unsigned)y>=(unsigned)viewheight)
{
I_FatalError ("R_MapPlane: %i, %i at %i", x1, x2, y);
}
#endif
// [RH] Notice that I dumped the caching scheme used by Doom.
// It did not offer any appreciable speedup.
distance = planeheight * yslope[y];
if (ds_xbits != 0)
{
ds_xstep = xs_ToFixed(32 - ds_xbits, distance * xstepscale);
ds_xfrac = xs_ToFixed(32 - ds_xbits, distance * basexfrac) + pviewx;
}
else
{
ds_xstep = 0;
ds_xfrac = 0;
}
if (ds_ybits != 0)
{
ds_ystep = xs_ToFixed(32 - ds_ybits, distance * ystepscale);
ds_yfrac = xs_ToFixed(32 - ds_ybits, distance * baseyfrac) + pviewy;
}
else
{
ds_ystep = 0;
ds_yfrac = 0;
}
if (plane_shade)
{
// Determine lighting based on the span's distance from the viewer.
ds_colormap = basecolormap->Maps + (GETPALOOKUP (
GlobVis * fabs(CenterY - y), planeshade) << COLORMAPSHIFT);
}
ds_y = y;
ds_x1 = x1;
ds_x2 = x2;
spanfunc ();
}
//==========================================================================
//
// R_MapTiltedPlane
//
//==========================================================================
void R_MapTiltedPlane (int y, int x1)
{
R_DrawTiltedSpan(y, x1, spanend[y], plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
}
//==========================================================================
//
// R_MapColoredPlane
//
//==========================================================================
void R_MapColoredPlane(int y, int x1)
{
R_DrawColoredSpan(y, x1, spanend[y]);
}
//==========================================================================
//
// R_ClearPlanes
//
// Called at the beginning of each frame.
//
//==========================================================================
void R_ClearPlanes (bool fullclear)
{
int i;
// Don't clear fake planes if not doing a full clear.
if (!fullclear)
{
for (i = 0; i <= MAXVISPLANES-1; i++) // new code -- killough
{
for (visplane_t **probe = &visplanes[i]; *probe != NULL; )
{
if ((*probe)->sky < 0)
{ // fake: move past it
probe = &(*probe)->next;
}
else
{ // not fake: move to freelist
visplane_t *vis = *probe;
*freehead = vis;
*probe = vis->next;
vis->next = NULL;
freehead = &vis->next;
}
}
}
}
else
{
for (i = 0; i <= MAXVISPLANES; i++) // new code -- killough
{
for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
{
freehead = &(*freehead)->next;
}
}
// opening / clipping determination
fillshort (floorclip, viewwidth, viewheight);
// [RH] clip ceiling to console bottom
fillshort (ceilingclip, viewwidth,
!screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas
? (ConBottom - viewwindowy) : 0);
lastopening = 0;
}
}
//==========================================================================
//
// new_visplane
//
// New function, by Lee Killough
// [RH] top and bottom buffers get allocated immediately after the visplane.
//
//==========================================================================
static visplane_t *new_visplane (unsigned hash)
{
visplane_t *check = freetail;
if (check == NULL)
{
check = (visplane_t *)M_Malloc (sizeof(*check) + 3 + sizeof(*check->top)*(MAXWIDTH*2));
memset(check, 0, sizeof(*check) + 3 + sizeof(*check->top)*(MAXWIDTH*2));
check->bottom = check->top + MAXWIDTH+2;
}
else if (NULL == (freetail = freetail->next))
{
freehead = &freetail;
}
check->next = visplanes[hash];
visplanes[hash] = check;
return check;
}
//==========================================================================
//
// R_FindPlane
//
// killough 2/28/98: Add offsets
//==========================================================================
visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive,
const FTransform &xxform,
int sky, FSectorPortal *portal)
{
secplane_t plane;
visplane_t *check;
unsigned hash; // killough
bool isskybox;
const FTransform *xform = &xxform;
fixed_t alpha = FLOAT2FIXED(Alpha);
//angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
FTransform nulltransform;
if (picnum == skyflatnum) // killough 10/98
{ // most skies map together
lightlevel = 0;
xform = &nulltransform;
nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
nulltransform.xScale = nulltransform.yScale = 1;
nulltransform.Angle = nulltransform.baseAngle = 0.0;
additive = false;
// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
// always necessary, but it is needed if a floor and ceiling sky are in the
// same column but separated by a wall. If they both try to reside in the
// same visplane, then only the floor sky will be drawn.
plane.set(0., 0., height.fC(), 0.);
isskybox = portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX);
}
else if (portal != NULL && !(portal->mFlags & PORTSF_INSKYBOX))
{
plane = height;
isskybox = true;
}
else
{
plane = height;
isskybox = false;
// kg3D - hack, store alpha in sky
// i know there is ->alpha, but this also allows to identify fake plane
// and ->alpha is for stacked sectors
if (fake3D & (FAKE3D_FAKEFLOOR|FAKE3D_FAKECEILING)) sky = 0x80000000 | fakeAlpha;
else sky = 0; // not skyflatnum so it can't be a sky
portal = NULL;
alpha = OPAQUE;
}
// New visplane algorithm uses hash table -- killough
hash = isskybox ? MAXVISPLANES : visplane_hash (picnum.GetIndex(), lightlevel, height);
for (check = visplanes[hash]; check; check = check->next) // killough
{
if (isskybox)
{
if (portal == check->portal && plane == check->height)
{
if (portal->mType != PORTS_SKYVIEWPOINT)
{ // This skybox is really a stacked sector, so we need to
// check even more.
if (check->extralight == stacked_extralight &&
check->visibility == stacked_visibility &&
check->viewpos == stacked_viewpos &&
(
// headache inducing logic... :(
(portal->mType != PORTS_STACKEDSECTORTHING) ||
(
check->Alpha == alpha &&
check->Additive == additive &&
(alpha == 0 || // if alpha is > 0 everything needs to be checked
(plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform
)
) &&
check->viewangle == stacked_angle
)
)
)
{
return check;
}
}
else
{
return check;
}
}
}
else
if (plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform &&
sky == check->sky &&
CurrentPortalUniq == check->CurrentPortalUniq &&
MirrorFlags == check->MirrorFlags &&
CurrentSkybox == check->CurrentSkybox &&
ViewPos == check->viewpos
)
{
return check;
}
}
check = new_visplane (hash); // killough
check->height = plane;
check->picnum = picnum;
check->lightlevel = lightlevel;
check->xform = *xform;
check->colormap = basecolormap; // [RH] Save colormap
check->sky = sky;
check->portal = portal;
check->left = viewwidth; // Was SCREENWIDTH -- killough 11/98
check->right = 0;
check->extralight = stacked_extralight;
check->visibility = stacked_visibility;
check->viewpos = stacked_viewpos;
check->viewangle = stacked_angle;
check->Alpha = alpha;
check->Additive = additive;
check->CurrentPortalUniq = CurrentPortalUniq;
check->MirrorFlags = MirrorFlags;
check->CurrentSkybox = CurrentSkybox;
fillshort (check->top, viewwidth, 0x7fff);
return check;
}
//==========================================================================
//
// R_CheckPlane
//
//==========================================================================
visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop)
{
int intrl, intrh;
int unionl, unionh;
int x;
assert (start >= 0 && start < viewwidth);
assert (stop > start && stop <= viewwidth);
if (start < pl->left)
{
intrl = pl->left;
unionl = start;
}
else
{
unionl = pl->left;
intrl = start;
}
if (stop > pl->right)
{
intrh = pl->right;
unionh = stop;
}
else
{
unionh = pl->right;
intrh = stop;
}
for (x = intrl; x < intrh && pl->top[x] == 0x7fff; x++)
;
if (x >= intrh)
{
// use the same visplane
pl->left = unionl;
pl->right = unionh;
}
else
{
// make a new visplane
unsigned hash;
if (pl->portal != NULL && !(pl->portal->mFlags & PORTSF_INSKYBOX) && viewactive)
{
hash = MAXVISPLANES;
}
else
{
hash = visplane_hash (pl->picnum.GetIndex(), pl->lightlevel, pl->height);
}
visplane_t *new_pl = new_visplane (hash);
new_pl->height = pl->height;
new_pl->picnum = pl->picnum;
new_pl->lightlevel = pl->lightlevel;
new_pl->xform = pl->xform;
new_pl->colormap = pl->colormap;
new_pl->portal = pl->portal;
new_pl->extralight = pl->extralight;
new_pl->visibility = pl->visibility;
new_pl->viewpos = pl->viewpos;
new_pl->viewangle = pl->viewangle;
new_pl->sky = pl->sky;
new_pl->Alpha = pl->Alpha;
new_pl->Additive = pl->Additive;
new_pl->CurrentPortalUniq = pl->CurrentPortalUniq;
new_pl->MirrorFlags = pl->MirrorFlags;
new_pl->CurrentSkybox = pl->CurrentSkybox;
pl = new_pl;
pl->left = start;
pl->right = stop;
fillshort (pl->top, viewwidth, 0x7fff);
}
return pl;
}
//==========================================================================
//
// R_MakeSpans
//
//
//==========================================================================
inline void R_MakeSpans (int x, int t1, int b1, int t2, int b2, void (*mapfunc)(int y, int x1))
{
}
//==========================================================================
//
// R_DrawSky
//
// Can handle overlapped skies. Note that the front sky is *not* masked in
// in the normal convention for patches, but uses color 0 as a transparent
// color instead.
//
// Note that since ZDoom now uses color 0 as transparent for other purposes,
// you can use normal texture transparency, so the distinction isn't so
// important anymore, but you should still be aware of it.
//
//==========================================================================
static FTexture *frontskytex, *backskytex;
static angle_t skyflip;
static int frontpos, backpos;
static double frontyScale;
static fixed_t frontcyl, backcyl;
static double skymid;
static angle_t skyangle;
static double frontiScale;
extern float swall[MAXWIDTH];
extern fixed_t lwall[MAXWIDTH];
extern fixed_t rw_offset;
extern FTexture *rw_pic;
// Allow for layer skies up to 512 pixels tall. This is overkill,
// since the most anyone can ever see of the sky is 500 pixels.
// We need 4 skybufs because wallscan can draw up to 4 columns at a time.
static BYTE skybuf[4][512];
static DWORD lastskycol[4];
static int skycolplace;
// Get a column of sky when there is only one sky texture.
static const BYTE *R_GetOneSkyColumn (FTexture *fronttex, int x)
{
angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip;
return fronttex->GetColumn((UMulScale16(column, frontcyl) + frontpos) >> FRACBITS, NULL);
}
// Get a column of sky when there are two overlapping sky textures
static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
{
DWORD ang = (skyangle + xtoviewangle[x]) ^ skyflip;
DWORD angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
DWORD angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
// Check if this column has already been built. If so, there's
// no reason to waste time building it again.
DWORD skycol = (angle1 << 16) | angle2;
int i;
for (i = 0; i < 4; ++i)
{
if (lastskycol[i] == skycol)
{
return skybuf[i];
}
}
lastskycol[skycolplace] = skycol;
BYTE *composite = skybuf[skycolplace];
skycolplace = (skycolplace + 1) & 3;
// The ordering of the following code has been tuned to allow VC++ to optimize
// it well. In particular, this arrangement lets it keep count in a register
// instead of on the stack.
const BYTE *front = fronttex->GetColumn (angle1, NULL);
const BYTE *back = backskytex->GetColumn (angle2, NULL);
int count = MIN<int> (512, MIN (backskytex->GetHeight(), fronttex->GetHeight()));
i = 0;
do
{
if (front[i])
{
composite[i] = front[i];
}
else
{
composite[i] = back[i];
}
} while (++i, --count);
return composite;
}
static void R_DrawSkyColumnStripe(int start_x, int y1, int y2, int columns, double scale, double texturemid, double yrepeat)
{
uint32_t height = frontskytex->GetHeight();
for (int i = 0; i < columns; i++)
{
double uv_stepd = skyiscale * yrepeat;
double v = (texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
double v_step = uv_stepd / height;
uint32_t uv_pos = (uint32_t)(v * 0x01000000);
uint32_t uv_step = (uint32_t)(v_step * 0x01000000);
int x = start_x + i;
if (MirrorFlags & RF_XFLIP)
x = (viewwidth - x);
DWORD ang, angle1, angle2;
ang = (skyangle + xtoviewangle[x]) ^ skyflip;
angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
bufplce[i] = (const BYTE *)frontskytex->GetColumn(angle1, nullptr);
bufplce2[i] = backskytex ? (const BYTE *)backskytex->GetColumn(angle2, nullptr) : nullptr;
vince[i] = uv_step;
vplce[i] = uv_pos;
}
bufheight[0] = height;
bufheight[1] = backskytex ? backskytex->GetHeight() : height;
dc_dest = (ylookup[y1] + start_x) + dc_destorg;
dc_count = y2 - y1;
uint32_t solid_top = frontskytex->GetSkyCapColor(false);
uint32_t solid_bottom = frontskytex->GetSkyCapColor(true);
if (columns == 4)
if (!backskytex)
R_DrawSingleSkyCol4(solid_top, solid_bottom);
else
R_DrawDoubleSkyCol4(solid_top, solid_bottom);
else
if (!backskytex)
R_DrawSingleSkyCol1(solid_top, solid_bottom);
else
R_DrawDoubleSkyCol1(solid_top, solid_bottom);
}
static void R_DrawSkyColumn(int start_x, int y1, int y2, int columns)
{
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
{
double texturemid = skymid * frontskytex->Scale.Y + frontskytex->GetHeight();
R_DrawSkyColumnStripe(start_x, y1, y2, columns, frontskytex->Scale.Y, texturemid, frontskytex->Scale.Y);
}
else
{
double yrepeat = frontskytex->Scale.Y;
double scale = frontskytex->Scale.Y * skyscale;
double iscale = 1 / scale;
short drawheight = short(frontskytex->GetHeight() * scale);
double topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
if (topfrac < 0) topfrac += frontskytex->GetHeight();
double texturemid = topfrac - iscale * (1 - CenterY);
R_DrawSkyColumnStripe(start_x, y1, y2, columns, scale, texturemid, yrepeat);
}
}
static void R_DrawCapSky(visplane_t *pl)
{
int x1 = pl->left;
int x2 = pl->right;
short *uwal = (short *)pl->top;
short *dwal = (short *)pl->bottom;
// Calculate where 4 column alignment begins and ends:
int aligned_x1 = clamp((x1 + 3) / 4 * 4, x1, x2);
int aligned_x2 = clamp(x2 / 4 * 4, x1, x2);
// First unaligned columns:
for (int x = x1; x < aligned_x1; x++)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
R_DrawSkyColumn(x, y1, y2, 1);
}
// The aligned columns
for (int x = aligned_x1; x < aligned_x2; x += 4)
{
// Find y1, y2, light and uv values for four columns:
int y1[4] = { uwal[x], uwal[x + 1], uwal[x + 2], uwal[x + 3] };
int y2[4] = { dwal[x], dwal[x + 1], dwal[x + 2], dwal[x + 3] };
// Figure out where we vertically can start and stop drawing 4 columns in one go
int middle_y1 = y1[0];
int middle_y2 = y2[0];
for (int i = 1; i < 4; i++)
{
middle_y1 = MAX(y1[i], middle_y1);
middle_y2 = MIN(y2[i], middle_y2);
}
// If we got an empty column in our set we cannot draw 4 columns in one go:
bool empty_column_in_set = false;
for (int i = 0; i < 4; i++)
{
if (y2[i] <= y1[i])
empty_column_in_set = true;
}
if (empty_column_in_set || middle_y2 <= middle_y1)
{
for (int i = 0; i < 4; i++)
{
if (y2[i] <= y1[i])
continue;
R_DrawSkyColumn(x + i, y1[i], y2[i], 1);
}
continue;
}
// Draw the first rows where not all 4 columns are active
for (int i = 0; i < 4; i++)
{
if (y1[i] < middle_y1)
R_DrawSkyColumn(x + i, y1[i], middle_y1, 1);
}
// Draw the area where all 4 columns are active
R_DrawSkyColumn(x, middle_y1, middle_y2, 4);
// Draw the last rows where not all 4 columns are active
for (int i = 0; i < 4; i++)
{
if (middle_y2 < y2[i])
R_DrawSkyColumn(x + i, middle_y2, y2[i], 1);
}
}
// The last unaligned columns:
for (int x = aligned_x2; x < x2; x++)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
R_DrawSkyColumn(x, y1, y2, 1);
}
}
static void R_DrawSky (visplane_t *pl)
{
if (r_skymode == 2)
{
R_DrawCapSky(pl);
return;
}
int x;
float swal;
if (pl->left >= pl->right)
return;
swal = skyiscale;
for (x = pl->left; x < pl->right; ++x)
{
swall[x] = swal;
}
if (MirrorFlags & RF_XFLIP)
{
for (x = pl->left; x < pl->right; ++x)
{
lwall[x] = (viewwidth - x) << FRACBITS;
}
}
else
{
for (x = pl->left; x < pl->right; ++x)
{
lwall[x] = x << FRACBITS;
}
}
for (x = 0; x < 4; ++x)
{
lastskycol[x] = 0xffffffff;
}
rw_pic = frontskytex;
rw_offset = 0;
frontyScale = rw_pic->Scale.Y;
dc_texturemid = skymid * frontyScale;
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
{ // The texture tiles nicely
for (x = 0; x < 4; ++x)
{
lastskycol[x] = 0xffffffff;
}
wallscan (pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
}
else
{ // The texture does not tile nicely
frontyScale *= skyscale;
frontiScale = 1 / frontyScale;
R_DrawSkyStriped (pl);
}
}
static void R_DrawSkyStriped (visplane_t *pl)
{
short drawheight = short(frontskytex->GetHeight() * frontyScale);
double topfrac;
double iscale = frontiScale;
short top[MAXWIDTH], bot[MAXWIDTH];
short yl, yh;
int x;
topfrac = fmod(skymid + iscale * (1 - CenterY), frontskytex->GetHeight());
if (topfrac < 0) topfrac += frontskytex->GetHeight();
yl = 0;
yh = short((frontskytex->GetHeight() - topfrac) * frontyScale);
dc_texturemid = topfrac - iscale * (1 - CenterY);
while (yl < viewheight)
{
for (x = pl->left; x < pl->right; ++x)
{
top[x] = MAX (yl, (short)pl->top[x]);
bot[x] = MIN (yh, (short)pl->bottom[x]);
}
for (x = 0; x < 4; ++x)
{
lastskycol[x] = 0xffffffff;
}
wallscan (pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y,
backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
yl = yh;
yh += drawheight;
dc_texturemid = iscale * (centery-yl-1);
}
}
//==========================================================================
//
// R_DrawPlanes
//
// At the end of each frame.
//
//==========================================================================
int R_DrawPlanes ()
{
visplane_t *pl;
int i;
int vpcount = 0;
ds_color = 3;
for (i = 0; i < MAXVISPLANES; i++)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// kg3D - draw only correct planes
if(pl->CurrentPortalUniq != CurrentPortalUniq || pl->CurrentSkybox != CurrentSkybox)
continue;
// kg3D - draw only real planes now
if(pl->sky >= 0) {
vpcount++;
R_DrawSinglePlane (pl, OPAQUE, false, false);
}
}
}
return vpcount;
}
// kg3D - draw all visplanes with "height"
void R_DrawHeightPlanes(double height)
{
visplane_t *pl;
int i;
ds_color = 3;
DVector3 oViewPos = ViewPos;
DAngle oViewAngle = ViewAngle;
for (i = 0; i < MAXVISPLANES; i++)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// kg3D - draw only correct planes
if(pl->CurrentSkybox != CurrentSkybox || pl->CurrentPortalUniq != CurrentPortalUniq)
continue;
if(pl->sky < 0 && pl->height.Zat0() == height) {
ViewPos = pl->viewpos;
ViewAngle = pl->viewangle;
MirrorFlags = pl->MirrorFlags;
R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, pl->Additive, true);
}
}
}
ViewPos = oViewPos;
ViewAngle = oViewAngle;
}
//==========================================================================
//
// R_DrawSinglePlane
//
// Draws a single visplane.
//
//==========================================================================
void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
{
if (pl->left >= pl->right)
return;
if (r_drawflat)
{ // [RH] no texture mapping
ds_color += 4;
R_MapVisPlane (pl, R_MapColoredPlane);
}
else if (pl->picnum == skyflatnum)
{ // sky flat
R_DrawSkyPlane (pl);
}
else
{ // regular flat
FTexture *tex = TexMan(pl->picnum, true);
if (tex->UseType == FTexture::TEX_Null)
{
return;
}
if (!masked && !additive)
{ // If we're not supposed to see through this plane, draw it opaque.
alpha = OPAQUE;
}
else if (!tex->bMasked)
{ // Don't waste time on a masked texture if it isn't really masked.
masked = false;
}
R_SetupSpanBits(tex);
double xscale = pl->xform.xScale * tex->Scale.X;
double yscale = pl->xform.yScale * tex->Scale.Y;
ds_source = tex->GetPixels ();
basecolormap = pl->colormap;
planeshade = LIGHT2SHADE(pl->lightlevel);
if (r_drawflat || (!pl->height.isSlope() && !tilt))
{
R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
}
else
{
R_DrawTiltedPlane(pl, xscale, yscale, alpha, additive, masked);
}
}
NetUpdate ();
}
//==========================================================================
//
// R_DrawPortals
//
// Draws any recorded sky boxes and then frees them.
//
// The process:
// 1. Move the camera to coincide with the SkyViewpoint.
// 2. Clear out the old planes. (They have already been drawn.)
// 3. Clear a window out of the ClipSegs just large enough for the plane.
// 4. Pretend the existing vissprites and drawsegs aren't there.
// 5. Create a drawseg at 0 distance to clip sprites to the visplane. It
// doesn't need to be associated with a line in the map, since there
// will never be any sprites in front of it.
// 6. Render the BSP, then planes, then masked stuff.
// 7. Restore the previous vissprites and drawsegs.
// 8. Repeat for any other sky boxes.
// 9. Put the camera back where it was to begin with.
//
//==========================================================================
static int numskyboxes;
void R_DrawPortals ()
{
static TArray<size_t> interestingStack;
static TArray<ptrdiff_t> drawsegStack;
static TArray<ptrdiff_t> visspriteStack;
static TArray<DVector3> viewposStack;
static TArray<visplane_t *> visplaneStack;
numskyboxes = 0;
if (visplanes[MAXVISPLANES] == NULL)
return;
R_3D_EnterSkybox();
CurrentPortalInSkybox = true;
int savedextralight = extralight;
DVector3 savedpos = ViewPos;
DAngle savedangle = ViewAngle;
ptrdiff_t savedvissprite_p = vissprite_p - vissprites;
ptrdiff_t savedds_p = ds_p - drawsegs;
ptrdiff_t savedlastopening = lastopening;
size_t savedinteresting = FirstInterestingDrawseg;
double savedvisibility = R_GetVisibility();
AActor *savedcamera = camera;
sector_t *savedsector = viewsector;
int i;
visplane_t *pl;
for (pl = visplanes[MAXVISPLANES]; pl != NULL; pl = visplanes[MAXVISPLANES])
{
// Pop the visplane off the list now so that if this skybox adds more
// skyboxes to the list, they will be drawn instead of skipped (because
// new skyboxes go to the beginning of the list instead of the end).
visplanes[MAXVISPLANES] = pl->next;
pl->next = NULL;
if (pl->right < pl->left || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES || pl->portal == NULL)
{
R_DrawSinglePlane (pl, OPAQUE, false, false);
*freehead = pl;
freehead = &pl->next;
continue;
}
numskyboxes++;
FSectorPortal *port = pl->portal;
switch (port->mType)
{
case PORTS_SKYVIEWPOINT:
{
// Don't let gun flashes brighten the sky box
ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(port->mSkybox);
extralight = 0;
R_SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
R_CopyStackedViewParameters();
break;
}
case PORTS_STACKEDSECTORTHING:
case PORTS_PORTAL:
case PORTS_LINKEDPORTAL:
extralight = pl->extralight;
R_SetVisibility (pl->visibility);
ViewPos.X = pl->viewpos.X + port->mDisplacement.X;
ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y;
ViewPos.Z = pl->viewpos.Z;
ViewAngle = pl->viewangle;
break;
case PORTS_HORIZON:
case PORTS_PLANE:
// not implemented yet
default:
R_DrawSinglePlane(pl, OPAQUE, false, false);
*freehead = pl;
freehead = &pl->next;
numskyboxes--;
continue;
}
port->mFlags |= PORTSF_INSKYBOX;
if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags |= PORTSF_INSKYBOX;
camera = NULL;
viewsector = port->mDestination;
assert(viewsector != NULL);
R_SetViewAngle ();
validcount++; // Make sure we see all sprites
R_ClearPlanes (false);
R_ClearClipSegs (pl->left, pl->right);
WindowLeft = pl->left;
WindowRight = pl->right;
for (i = pl->left; i < pl->right; i++)
{
if (pl->top[i] == 0x7fff)
{
ceilingclip[i] = viewheight;
floorclip[i] = -1;
}
else
{
ceilingclip[i] = pl->top[i];
floorclip[i] = pl->bottom[i];
}
}
// Create a drawseg to clip sprites to the sky plane
R_CheckDrawSegs ();
ds_p->CurrentPortalUniq = CurrentPortalUniq;
ds_p->siz1 = INT_MAX;
ds_p->siz2 = INT_MAX;
ds_p->sz1 = 0;
ds_p->sz2 = 0;
ds_p->x1 = pl->left;
ds_p->x2 = pl->right;
ds_p->silhouette = SIL_BOTH;
ds_p->sprbottomclip = R_NewOpening (pl->right - pl->left);
ds_p->sprtopclip = R_NewOpening (pl->right - pl->left);
ds_p->maskedtexturecol = ds_p->swall = -1;
ds_p->bFogBoundary = false;
ds_p->curline = NULL;
ds_p->fake = 0;
memcpy (openings + ds_p->sprbottomclip, floorclip + pl->left, (pl->right - pl->left)*sizeof(short));
memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left)*sizeof(short));
firstvissprite = vissprite_p;
firstdrawseg = ds_p++;
FirstInterestingDrawseg = InterestingDrawsegs.Size();
interestingStack.Push (FirstInterestingDrawseg);
ptrdiff_t diffnum = firstdrawseg - drawsegs;
drawsegStack.Push (diffnum);
diffnum = firstvissprite - vissprites;
visspriteStack.Push (diffnum);
viewposStack.Push(ViewPos);
visplaneStack.Push (pl);
InSubsector = NULL;
R_RenderBSPNode (nodes + numnodes - 1);
R_3D_ResetClip(); // reset clips (floor/ceiling)
R_DrawPlanes ();
port->mFlags &= ~PORTSF_INSKYBOX;
if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags &= ~PORTSF_INSKYBOX;
}
// Draw all the masked textures in a second pass, in the reverse order they
// were added. This must be done separately from the previous step for the
// sake of nested skyboxes.
while (interestingStack.Pop (FirstInterestingDrawseg))
{
ptrdiff_t pd = 0;
drawsegStack.Pop (pd);
firstdrawseg = drawsegs + pd;
visspriteStack.Pop (pd);
firstvissprite = vissprites + pd;
// Masked textures and planes need the view coordinates restored for proper positioning.
viewposStack.Pop(ViewPos);
R_DrawMasked ();
ds_p = firstdrawseg;
vissprite_p = firstvissprite;
visplaneStack.Pop (pl);
if (pl->Alpha > 0 && pl->picnum != skyflatnum)
{
R_DrawSinglePlane (pl, pl->Alpha, pl->Additive, true);
}
*freehead = pl;
freehead = &pl->next;
}
firstvissprite = vissprites;
vissprite_p = vissprites + savedvissprite_p;
firstdrawseg = drawsegs;
ds_p = drawsegs + savedds_p;
InterestingDrawsegs.Resize ((unsigned int)FirstInterestingDrawseg);
FirstInterestingDrawseg = savedinteresting;
lastopening = savedlastopening;
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
R_SetVisibility(savedvisibility);
extralight = savedextralight;
ViewAngle = savedangle;
R_SetViewAngle ();
CurrentPortalInSkybox = false;
R_3D_LeaveSkybox();
if(fakeActive) return;
for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; )
freehead = &(*freehead)->next;
}
ADD_STAT(skyboxes)
{
FString out;
out.Format ("%d skybox planes", numskyboxes);
return out;
}
//==========================================================================
//
// R_DrawSkyPlane
//
//==========================================================================
void R_DrawSkyPlane (visplane_t *pl)
{
FTextureID sky1tex, sky2tex;
double frontdpos = 0, backdpos = 0;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
{
sky1tex = sky2texture;
}
else
{
sky1tex = sky1texture;
}
sky2tex = sky2texture;
skymid = skytexturemid;
skyangle = ViewAngle.BAMs();
if (pl->picnum == skyflatnum)
{
if (!(pl->sky & PL_SKYFLAT))
{ // use sky1
sky1:
frontskytex = TexMan(sky1tex, true);
if (level.flags & LEVEL_DOUBLESKY)
backskytex = TexMan(sky2tex, true);
else
backskytex = NULL;
skyflip = 0;
frontdpos = sky1pos;
backdpos = sky2pos;
frontcyl = sky1cyl;
backcyl = sky2cyl;
}
else if (pl->sky == PL_SKYFLAT)
{ // use sky2
frontskytex = TexMan(sky2tex, true);
backskytex = NULL;
frontcyl = sky2cyl;
skyflip = 0;
frontdpos = sky2pos;
}
else
{ // MBF's linedef-controlled skies
// Sky Linedef
const line_t *l = &lines[(pl->sky & ~PL_SKYFLAT)-1];
// Sky transferred from first sidedef
const side_t *s = l->sidedef[0];
int pos;
// Texture comes from upper texture of reference sidedef
// [RH] If swapping skies, then use the lower sidedef
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
frontskytex = TexMan(s->GetTexture(pos), true);
if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
{ // [RH] The blank texture: Use normal sky instead.
goto sky1;
}
backskytex = NULL;
// Horizontal offset is turned into an angle offset,
// to allow sky rotation as well as careful positioning.
// However, the offset is scaled very small, so that it
// allows a long-period of sky rotation.
skyangle += FLOAT2FIXED(s->GetTextureXOffset(pos));
// Vertical offset allows careful sky positioning.
skymid = s->GetTextureYOffset(pos) - 28;
// We sometimes flip the picture horizontally.
//
// Doom always flipped the picture, so we make it optional,
// to make it easier to use the new feature, while to still
// allow old sky textures to be used.
skyflip = l->args[2] ? 0u : ~0u;
int frontxscale = int(frontskytex->Scale.X * 1024);
frontcyl = MAX(frontskytex->GetWidth(), frontxscale);
if (skystretch)
{
skymid = skymid * frontskytex->GetScaledHeightDouble() / SKYSTRETCH_HEIGHT;
}
}
}
frontpos = int(fmod(frontdpos, sky1cyl * 65536.0));
if (backskytex != NULL)
{
backpos = int(fmod(backdpos, sky2cyl * 65536.0));
}
bool fakefixed = false;
if (fixedcolormap)
{
dc_colormap = fixedcolormap;
}
else
{
fakefixed = true;
fixedcolormap = dc_colormap = NormalLight.Maps;
}
R_DrawSky (pl);
if (fakefixed)
fixedcolormap = NULL;
}
//==========================================================================
//
// R_DrawNormalPlane
//
//==========================================================================
void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
{
if (alpha <= 0)
{
return;
}
double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
double x;
xscale = xs_ToFixed(32 - ds_xbits, _xscale);
yscale = xs_ToFixed(32 - ds_ybits, _yscale);
if (planeang != 0)
{
double cosine = cos(planeang), sine = sin(planeang);
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
}
else
{
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X);
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.Y);
}
pviewx = FixedMul (xscale, pviewx);
pviewy = FixedMul (yscale, pviewy);
// left to right mapping
planeang += (ViewAngle - 90).Radians();
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
xstep = cos(planeang) / FocalLengthX;
ystep = -sin(planeang) / FocalLengthX;
// [RH] flip for mirrors
if (MirrorFlags & RF_XFLIP)
{
xstep = -xstep;
ystep = -ystep;
}
planeang += M_PI/2;
double cosine = cos(planeang), sine = -sin(planeang);
x = pl->right - centerx - 0.5;
rightxfrac = _xscale * (cosine + x * xstep);
rightyfrac = _yscale * (sine + x * ystep);
x = pl->left - centerx - 0.5;
leftxfrac = _xscale * (cosine + x * xstep);
leftyfrac = _yscale * (sine + x * ystep);
basexfrac = rightxfrac;
baseyfrac = rightyfrac;
xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left);
ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left);
planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
GlobVis = r_FloorVisibility / planeheight;
if (fixedlightlev >= 0)
ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
else if (fixedcolormap)
ds_colormap = fixedcolormap, plane_shade = false;
else
plane_shade = true;
if (spanfunc != R_FillSpan)
{
if (masked)
{
if (alpha < OPAQUE || additive)
{
if (!additive)
{
spanfunc = R_DrawSpanMaskedTranslucent;
dc_srcblend = Col2RGB8[alpha>>10];
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
}
else
{
spanfunc = R_DrawSpanMaskedAddClamp;
dc_srcblend = Col2RGB8_LessPrecision[alpha>>10];
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT>>10];
}
}
else
{
spanfunc = R_DrawSpanMasked;
}
}
else
{
if (alpha < OPAQUE || additive)
{
if (!additive)
{
spanfunc = R_DrawSpanTranslucent;
dc_srcblend = Col2RGB8[alpha>>10];
dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10];
}
else
{
spanfunc = R_DrawSpanAddClamp;
dc_srcblend = Col2RGB8_LessPrecision[alpha>>10];
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT>>10];
}
}
else
{
spanfunc = R_DrawSpan;
}
}
}
R_MapVisPlane (pl, R_MapPlane);
}
//==========================================================================
//
// R_DrawTiltedPlane
//
//==========================================================================
void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
{
static const float ifloatpow2[16] =
{
// ifloatpow2[i] = 1 / (1 << i)
64.f, 32.f, 16.f, 8.f, 4.f, 2.f, 1.f, 0.5f,
0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f,
0.00390625f, 0.001953125f
/*, 0.0009765625f, 0.00048828125f, 0.000244140625f,
1.220703125e-4f, 6.103515625e-5, 3.0517578125e-5*/
};
double lxscale, lyscale;
double xscale, yscale;
FVector3 p, m, n;
double ang, planeang, cosine, sine;
double zeroheight;
if (alpha <= 0)
{
return;
}
lxscale = _xscale * ifloatpow2[ds_xbits];
lyscale = _yscale * ifloatpow2[ds_ybits];
xscale = 64.f / lxscale;
yscale = 64.f / lyscale;
zeroheight = pl->height.ZatPoint(ViewPos);
pviewx = xs_ToFixed(32 - ds_xbits, pl->xform.xOffs * pl->xform.xScale);
pviewy = xs_ToFixed(32 - ds_ybits, pl->xform.yOffs * pl->xform.yScale);
planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = M_PI*3/2 - ViewAngle.Radians();
cosine = cos(ang), sine = sin(ang);
p[0] = ViewPos.X * cosine - ViewPos.Y * sine;
p[2] = ViewPos.X * sine + ViewPos.Y * cosine;
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
// m is the v direction vector in view space
ang = ang - M_PI / 2 - planeang;
cosine = cos(ang), sine = sin(ang);
m[0] = yscale * cosine;
m[2] = yscale * sine;
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
// VectorScale2 (m, 64.f/VectorLength(m));
// n is the u direction vector in view space
#if 0
//let's use the sin/cosine we already know instead of computing new ones
ang += M_PI/2
n[0] = -xscale * cos(ang);
n[2] = -xscale * sin(ang);
#else
n[0] = xscale * sine;
n[2] = -xscale * cosine;
#endif
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
// VectorScale2 (n, 64.f/VectorLength(n));
// This code keeps the texture coordinates constant across the x,y plane no matter
// how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead.
cosine = cos(planeang), sine = sin(planeang);
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
n[1] = -(pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight);
plane_su = p ^ m;
plane_sv = p ^ n;
plane_sz = m ^ n;
plane_su.Z *= FocalLengthX;
plane_sv.Z *= FocalLengthX;
plane_sz.Z *= FocalLengthX;
plane_su.Y *= IYaspectMul;
plane_sv.Y *= IYaspectMul;
plane_sz.Y *= IYaspectMul;
// Premultiply the texture vectors with the scale factors
plane_su *= 4294967296.f;
plane_sv *= 4294967296.f;
if (MirrorFlags & RF_XFLIP)
{
plane_su[0] = -plane_su[0];
plane_sv[0] = -plane_sv[0];
plane_sz[0] = -plane_sz[0];
}
planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
if (pl->height.fC() > 0)
planelightfloat = -planelightfloat;
if (fixedlightlev >= 0)
ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
else if (fixedcolormap)
ds_colormap = fixedcolormap, plane_shade = false;
else
ds_colormap = basecolormap->Maps, plane_shade = true;
// Hack in support for 1 x Z and Z x 1 texture sizes
if (ds_ybits == 0)
{
plane_sv[2] = plane_sv[1] = plane_sv[0] = 0;
}
if (ds_xbits == 0)
{
plane_su[2] = plane_su[1] = plane_su[0] = 0;
}
R_MapVisPlane (pl, R_MapTiltedPlane);
}
//==========================================================================
//
// R_MapVisPlane
//
// t1/b1 are at x
// t2/b2 are at x+1
// spanend[y] is at the right edge
//
//==========================================================================
void R_MapVisPlane (visplane_t *pl, void (*mapfunc)(int y, int x1))
{
int x = pl->right - 1;
int t2 = pl->top[x];
int b2 = pl->bottom[x];
if (b2 > t2)
{
fillshort (spanend+t2, b2-t2, x);
}
for (--x; x >= pl->left; --x)
{
int t1 = pl->top[x];
int b1 = pl->bottom[x];
const int xr = x+1;
int stop;
// Draw any spans that have just closed
stop = MIN (t1, b2);
while (t2 < stop)
{
mapfunc (t2++, xr);
}
stop = MAX (b1, t2);
while (b2 > stop)
{
mapfunc (--b2, xr);
}
// Mark any spans that have just opened
stop = MIN (t2, b1);
while (t1 < stop)
{
spanend[t1++] = x;
}
stop = MAX (b2, t2);
while (b1 > stop)
{
spanend[--b1] = x;
}
t2 = pl->top[x];
b2 = pl->bottom[x];
basexfrac -= xstepscale;
baseyfrac -= ystepscale;
}
// Draw any spans that are still open
while (t2 < b2)
{
mapfunc (--b2, pl->left);
}
}
//==========================================================================
//
// R_PlaneInitData
//
//==========================================================================
bool R_PlaneInitData ()
{
int i;
visplane_t *pl;
// Free all visplanes and let them be re-allocated as needed.
pl = freetail;
while (pl)
{
visplane_t *next = pl->next;
M_Free (pl);
pl = next;
}
freetail = NULL;
freehead = &freetail;
for (i = 0; i < MAXVISPLANES; i++)
{
pl = visplanes[i];
visplanes[i] = NULL;
while (pl)
{
visplane_t *next = pl->next;
M_Free (pl);
pl = next;
}
}
return true;
}
}