ref: 4f6d19af20a486bdba53ac15a00b1e1f87567276
dir: /r_things.c/
// R_things.c #include "h2stdinc.h" #include "doomdef.h" #include "r_local.h" #ifdef RENDER3D #include "ogl_def.h" #endif void R_DrawColumn (void); void R_DrawFuzzColumn (void); typedef struct { int x1, x2; int column; int topclip; int bottomclip; } maskdraw_t; /* Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis. This is not the same as the angle, which increases counter clockwise (protractor). There was a lot of stuff grabbed wrong, so I changed it... */ fixed_t pspritescale, pspriteiscale; // constant arrays used for psprite clipping and initializing clipping #ifndef RENDER3D short negonearray[SCREENWIDTH]; short screenheightarray[SCREENWIDTH]; #endif // variables used to look up and range check thing_t sprites patches spritedef_t *sprites; int numsprites; #ifndef RENDER3D static lighttable_t **spritelights; #endif static spriteframe_t sprtemp[26]; static int maxframe; static const char *spritename; /* =============================================================================== INITIALIZATION FUNCTIONS =============================================================================== */ /* ================= = = R_InstallSpriteLump = = Local function for R_InitSprites ================= */ void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped) { int r; if (frame >= 26 || rotation > 8) I_Error ("R_InstallSpriteLump: Bad frame characters in lump %i", lump); if ((int)frame > maxframe) maxframe = frame; if (rotation == 0) { // the lump should be used for all rotations if (sprtemp[frame].rotate == false) { I_Error ("R_InitSprites: Sprite %s frame %c has multip rot=0 lump", spritename, 'A'+frame); } if (sprtemp[frame].rotate == true) { I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump", spritename, 'A'+frame); } sprtemp[frame].rotate = false; for (r = 0; r < 8; r++) { sprtemp[frame].lump[r] = lump - firstspritelump; sprtemp[frame].flip[r] = (byte)flipped; } return; } // the lump is only used for one rotation if (sprtemp[frame].rotate == false) { I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump", spritename, 'A'+frame); } sprtemp[frame].rotate = true; rotation--; // make 0 based if (sprtemp[frame].lump[rotation] != -1) { I_Error ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it", spritename, 'A'+frame, '1' + rotation); } sprtemp[frame].lump[rotation] = lump - firstspritelump; sprtemp[frame].flip[rotation] = (byte)flipped; } /* ================= = = R_InitSpriteDefs = = Pass a null terminated list of sprite names (4 chars exactly) to be used = Builds the sprite rotation matrixes to account for horizontally flipped = sprites. Will report an error if the lumps are inconsistant = Only called at startup = = Sprite lump names are 4 characters for the actor, a letter for the frame, = and a number for the rotation, A sprite that is flippable will have an = additional letter/number appended. The rotation character can be 0 to = signify no rotations ================= */ void R_InitSpriteDefs (const char **namelist) { const char **check; int i, l, frame, rotation; int start, end; // count the number of sprite names check = namelist; while (*check != NULL) check++; numsprites = check - namelist; if (!numsprites) return; sprites = (spritedef_t *) Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL); start = firstspritelump - 1; end = lastspritelump + 1; // scan all the lump names for each of the names, noting the highest // frame letter // Just compare 4 characters as ints for (i = 0; i < numsprites; i++) { spritename = namelist[i]; memset (sprtemp, -1, sizeof(sprtemp)); maxframe = -1; // // scan the lumps, filling in the frames for whatever is found // for (l = start + 1; l < end; l++) { if (memcmp(lumpinfo[l].name, namelist[i], 4) == 0) { frame = lumpinfo[l].name[4] - 'A'; rotation = lumpinfo[l].name[5] - '0'; R_InstallSpriteLump (l, frame, rotation, false); if (lumpinfo[l].name[6]) { frame = lumpinfo[l].name[6] - 'A'; rotation = lumpinfo[l].name[7] - '0'; R_InstallSpriteLump (l, frame, rotation, true); } } } // // check the frames that were found for completeness // if (maxframe == -1) { //continue; sprites[i].numframes = 0; if (shareware) continue; I_Error ("R_InitSprites: No lumps found for sprite %s", namelist[i]); } maxframe++; for (frame = 0; frame < maxframe; frame++) { switch ((int)sprtemp[frame].rotate) { case -1: // no rotations were found for that frame at all I_Error ("R_InitSprites: No patches found for %s frame %c", namelist[i], frame+'A'); case 0: // only the first rotation is needed break; case 1: // must have all 8 frames for (rotation = 0; rotation < 8; rotation++) { if (sprtemp[frame].lump[rotation] == -1) { I_Error ("R_InitSprites: Sprite %s frame %c is missing rotations", namelist[i], frame+'A'); } } } } // // allocate space for the frames present and copy sprtemp to it // sprites[i].numframes = maxframe; sprites[i].spriteframes = (spriteframe_t *) Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL); memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t)); } } /* =============================================================================== GAME FUNCTIONS =============================================================================== */ vissprite_t vissprites[MAXVISSPRITES], *vissprite_p; /* =================== = = R_InitSprites = = Called at program start =================== */ void R_InitSprites (const char **namelist) { #ifndef RENDER3D int i; for (i = 0; i < SCREENWIDTH; i++) { negonearray[i] = -1; } #endif R_InitSpriteDefs (namelist); } /* =================== = = R_ClearSprites = = Called at frame start =================== */ void R_ClearSprites (void) { vissprite_p = vissprites; } /* =================== = = R_NewVisSprite = =================== */ static vissprite_t overflowsprite; static vissprite_t *R_NewVisSprite (void) { if (vissprite_p == &vissprites[MAXVISSPRITES]) return &overflowsprite; vissprite_p++; return vissprite_p - 1; } #ifndef RENDER3D /* ================ = = R_DrawMaskedColumn = = Used for sprites and masked mid textures ================ */ short *mfloorclip; short *mceilingclip; fixed_t spryscale; fixed_t sprtopscreen; fixed_t sprbotscreen; void R_DrawMaskedColumn (column_t *column, signed int baseclip) { int topscreen, bottomscreen; fixed_t basetexturemid; basetexturemid = dc_texturemid; for ( ; column->topdelta != 0xff ; ) { // calculate unclipped screen coordinates for post topscreen = sprtopscreen + spryscale*column->topdelta; bottomscreen = topscreen + spryscale*column->length; dc_yl = (topscreen + FRACUNIT - 1)>>FRACBITS; dc_yh = (bottomscreen - 1)>>FRACBITS; if (dc_yh >= mfloorclip[dc_x]) dc_yh = mfloorclip[dc_x] - 1; if (dc_yl <= mceilingclip[dc_x]) dc_yl = mceilingclip[dc_x] + 1; if (dc_yh >= baseclip && baseclip != -1) dc_yh = baseclip; if (dc_yl <= dc_yh) { dc_source = (byte *)column + 3; dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS); // dc_source = (byte *)column + 3 - column->topdelta; colfunc (); // either R_DrawColumn or R_DrawFuzzColumn } column = (column_t *)( (byte *)column + column->length + 4); } dc_texturemid = basetexturemid; } /* ================ = = R_DrawVisSprite = = mfloorclip and mceilingclip should also be set ================ */ void R_DrawVisSprite (vissprite_t *vis, int x1, int x2) { column_t *column; int texturecolumn; fixed_t frac; patch_t *patch; fixed_t baseclip; patch = (patch_t *) W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE); dc_colormap = vis->colormap; // if (!dc_colormap) // colfunc = fuzzcolfunc; // NULL colormap = shadow draw if (vis->mobjflags & MF_SHADOW) { if (vis->mobjflags & MF_TRANSLATION) { colfunc = R_DrawTranslatedFuzzColumn; dc_translation = translationtables - 256 + ((vis->mobjflags & MF_TRANSLATION)>>(MF_TRANSSHIFT - 8)); } else { // Draw using shadow column function colfunc = fuzzcolfunc; } } else if (vis->mobjflags & MF_TRANSLATION) { // Draw using translated column function colfunc = R_DrawTranslatedColumn; dc_translation = translationtables - 256 + ((vis->mobjflags & MF_TRANSLATION)>>(MF_TRANSSHIFT - 8)); } dc_iscale = abs(vis->xiscale) >> detailshift; dc_texturemid = vis->texturemid; frac = vis->startfrac; spryscale = vis->scale; sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); // check to see if weapon is a vissprite if (vis->psprite) { dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS), vis->xiscale); sprtopscreen += (viewheight/2 - centery)<<FRACBITS; } if (vis->footclip && !vis->psprite) { sprbotscreen = sprtopscreen + FixedMul(SHORT(patch->height)<<FRACBITS, spryscale); baseclip = (sprbotscreen - FixedMul(vis->footclip<<FRACBITS, spryscale))>>FRACBITS; } else { baseclip = -1; } for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale) { texturecolumn = frac>>FRACBITS; #ifdef RANGECHECK if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) I_Error ("R_DrawSpriteRange: bad texturecolumn"); #endif column = (column_t *) ((byte *)patch + LONG(patch->columnofs[texturecolumn])); R_DrawMaskedColumn (column, baseclip); } colfunc = basecolfunc; } #endif /* RENDER3D */ /* =================== = = R_ProjectSprite = = Generates a vissprite for a thing if it might be visible = =================== */ void R_ProjectSprite (mobj_t *thing) { fixed_t xtr, ytr; fixed_t gxt, gyt; fixed_t tz; fixed_t xscale; int x1 = 0, x2 = 0; spritedef_t *sprdef; spriteframe_t *sprframe; int lump; unsigned int rot; boolean flip; #ifndef RENDER3D fixed_t tx; int idx; #endif vissprite_t *vis; angle_t ang; fixed_t iscale; #ifdef RENDER3D float v1[2], v2[2]; float sinrv, cosrv, thangle; // rv = real value #endif if (thing->flags2 & MF2_DONTDRAW) { // Never make a vissprite when MF2_DONTDRAW is flagged. return; } // // transform the origin point // xtr = thing->x - viewx; ytr = thing->y - viewy; gxt = FixedMul(xtr,viewcos); gyt = -FixedMul(ytr,viewsin); tz = gxt - gyt; #ifdef RENDER3D if (tz < 0) tz = -tz; // Make it positive. The clipper will handle backside. if (tz < FRACUNIT) tz = FRACUNIT; #else if (tz < MINZ) return; // thing is behind view plane #endif xscale = FixedDiv(projection, tz); #ifndef RENDER3D gxt = -FixedMul(xtr,viewsin); gyt = FixedMul(ytr,viewcos); tx = -(gyt + gxt); if (abs(tx) > (tz<<2)) return; // too far off the side #endif // // decide which patch to use for sprite reletive to player // #ifdef RANGECHECK if ((unsigned int)thing->sprite >= numsprites) I_Error ("R_ProjectSprite: invalid sprite number %i ", thing->sprite); #endif sprdef = &sprites[thing->sprite]; #ifdef RANGECHECK if ((thing->frame&FF_FRAMEMASK) >= sprdef->numframes) I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", thing->sprite, thing->frame); #endif sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK]; if (sprframe->rotate) { // choose a different rotation based on player view ang = R_PointToAngle (thing->x, thing->y); rot = (ang - thing->angle + (unsigned int)(ANG45/2)*9) >> 29; lump = sprframe->lump[rot]; flip = !!(sprframe->flip[rot]); } else { // use single rotation for all views lump = sprframe->lump[0]; flip = !!(sprframe->flip[0]); } // // calculate edges of the shape // #ifdef RENDER3D v1[VX] = FIX2FLT(thing->x); v1[VY] = FIX2FLT(thing->y); // thangle = BANG2RAD(bamsAtan2((v1[VY]-FIX2FLT(viewy))*10, (v1[VX]-FIX2FLT(viewx))*10)) - PI/2; thangle = BANG2RAD(bamsAtan2(FIX2FLT(ytr)*10, FIX2FLT(xtr)*10)) - PI/2; sinrv = sin(thangle); cosrv = cos(thangle); v1[VX] -= cosrv*(spriteoffset[lump]>>FRACBITS); v1[VY] -= sinrv*(spriteoffset[lump]>>FRACBITS); v2[VX] = v1[VX] + cosrv*(spritewidth[lump]>>FRACBITS); v2[VY] = v1[VY] + sinrv*(spritewidth[lump]>>FRACBITS); // Check for visibility. if (!C_CheckViewRelSeg(v1[VX], v1[VY], v2[VX], v2[VY])) //if (!C_IsAngleVisible(RAD2BANG(thangle+PI/2))) return; // Isn't visible. #else tx -= spriteoffset[lump]; x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS; if (x1 > viewwidth) return; // off the right side tx += spritewidth[lump]; x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1; if (x2 < 0) return; // off the left side #endif // // store information in a vissprite // vis = R_NewVisSprite (); vis->mobjflags = thing->flags; vis->psprite = false; vis->scale = xscale<<detailshift; vis->gx = thing->x; vis->gy = thing->y; vis->gz = thing->z; vis->gzt = thing->z + spritetopoffset[lump]; #ifdef RENDER3D vis->secfloor = FIX2FLT(thing->subsector->sector->floorheight); vis->secceil = FIX2FLT(thing->subsector->sector->ceilingheight); #endif // foot clipping if (thing->flags2 & MF2_FEETARECLIPPED && thing->z <= thing->subsector->sector->floorheight) { vis->footclip = 10; } else vis->footclip = 0; vis->texturemid = vis->gzt - viewz - (vis->footclip<<FRACBITS); #ifdef RENDER3D // The start and end vertices. vis->v1[VX] = v1[VX]; vis->v1[VY] = v1[VY]; vis->v2[VX] = v2[VX]; vis->v2[VY] = v2[VY]; #endif vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; iscale = FixedDiv (FRACUNIT, xscale); if (flip) { vis->startfrac = spritewidth[lump]-1; vis->xiscale = -iscale; } else { vis->startfrac = 0; vis->xiscale = iscale; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1 - x1); vis->patch = lump; // // get light level // // if (thing->flags & MF_SHADOW) // vis->colormap = NULL; // shadow draw // else ... #ifdef RENDER3D if (thing->frame & FF_FULLBRIGHT) { // full bright vis->lightlevel = -1; } else { // diminished light vis->lightlevel = thing->subsector->sector->lightlevel; } #else if (fixedcolormap) vis->colormap = fixedcolormap; // fixed map else if (thing->frame & FF_FULLBRIGHT) vis->colormap = colormaps; // full bright else { // diminished light idx = xscale>>(LIGHTSCALESHIFT - detailshift); if (idx >= MAXLIGHTSCALE) idx = MAXLIGHTSCALE-1; vis->colormap = spritelights[idx]; } #endif } /* ======================== = = R_AddSprites = ======================== */ void R_AddSprites (sector_t *sec) { if (sec->validcount == validcount) { return; // already added } else { mobj_t *thing; #ifndef RENDER3D int lightnum; lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight; if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; #endif sec->validcount = validcount; for (thing = sec->thinglist ; thing ; thing = thing->snext) R_ProjectSprite (thing); } } /* ======================== = = R_DrawPSprite = ======================== */ static int PSpriteSY[NUMWEAPONS] = { 0, // staff 5*FRACUNIT, // goldwand 15*FRACUNIT, // crossbow 15*FRACUNIT, // blaster 15*FRACUNIT, // skullrod 15*FRACUNIT, // phoenix rod 15*FRACUNIT, // mace 15*FRACUNIT, // gauntlets 15*FRACUNIT // beak }; void R_DrawPSprite (pspdef_t *psp) { fixed_t tx; int x1; #ifndef RENDER3D int x2; #endif spritedef_t *sprdef; spriteframe_t *sprframe; int lump; boolean flip; #ifdef RENDER3D float light, alpha; int y; #else vissprite_t *vis, avis; #endif int tempangle; // // decide which patch to use // #ifdef RANGECHECK if ( (unsigned int)psp->state->sprite >= numsprites) I_Error ("R_ProjectSprite: invalid sprite number %i ", psp->state->sprite); #endif sprdef = &sprites[psp->state->sprite]; #ifdef RANGECHECK if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", psp->state->sprite, psp->state->frame); #endif sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK]; lump = sprframe->lump[0]; flip = !!(sprframe->flip[0]); // // calculate edges of the shape // tx = psp->sx - 160*FRACUNIT; tx -= spriteoffset[lump]; if (viewangleoffset) { tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT)); } else { tempangle = 0; } x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS; #ifdef RENDER3D // Set the OpenGL color & alpha. light = 1; alpha = 1; //vis->colormap = spritelights[MAXLIGHTSCALE-1]; if (viewplayer->powers[pw_invulnerability] > 4*32) { if (viewplayer->mo->flags2 & MF2_DONTDRAW) { // don't draw the psprite // vis->mobjflags |= MF_SHADOW; alpha = .333f; } else if (viewplayer->mo->flags & MF_SHADOW) { // vis->mobjflags |= MF_ALTSHADOW; alpha = .666f; } } else if (viewplayer->powers[pw_invulnerability] & 8) { // vis->mobjflags |= MF_SHADOW; alpha = .333f; } if (fixedcolormap) { // Fixed color // vis->colormap = fixedcolormap; light = 1; } else if (psp->state->frame & FF_FULLBRIGHT) { // Full bright // vis->colormap = colormaps; light = 1; } else { // local light // vis->colormap = spritelights[MAXLIGHTSCALE-1]; light = viewplayer->mo->subsector->sector->lightlevel / 255.0; } // // do some OpenGL rendering, oh yeah // y = -(spritetopoffset[lump]>>FRACBITS) + (psp->sy>>FRACBITS); if (viewheight == SCREENHEIGHT) { y += PSpriteSY[players[consoleplayer].readyweapon] >> FRACBITS; } else y -= 39/2; light += .1f; // Add some extra light. OGL_SetColorAndAlpha(light, light, light, alpha); OGL_DrawPSprite(x1, y, 1, flip, lump); #else if (x1 > viewwidth) return; // off the right side tx += spritewidth[lump]; x2 = ((centerxfrac + FixedMul(tx, pspritescale) + tempangle) >>FRACBITS) - 1; if (x2 < 0) return; // off the left side // // store information in a vissprite // vis = &avis; vis->mobjflags = 0; vis->psprite = true; vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2 - (psp->sy-spritetopoffset[lump]); if (viewheight == SCREENHEIGHT) { vis->texturemid -= PSpriteSY[players[consoleplayer].readyweapon]; } vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; vis->scale = pspritescale<<detailshift; if (flip) { vis->xiscale = -pspriteiscale; vis->startfrac = spritewidth[lump]-1; } else { vis->xiscale = pspriteiscale; vis->startfrac = 0; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1 - x1); vis->patch = lump; if (viewplayer->powers[pw_invisibility] > 4*32 || viewplayer->powers[pw_invisibility] & 8) { // Invisibility vis->colormap = spritelights[MAXLIGHTSCALE-1]; vis->mobjflags |= MF_SHADOW; } else if (fixedcolormap) { // Fixed color vis->colormap = fixedcolormap; } else if (psp->state->frame & FF_FULLBRIGHT) { // Full bright vis->colormap = colormaps; } else { // local light vis->colormap = spritelights[MAXLIGHTSCALE-1]; } R_DrawVisSprite(vis, vis->x1, vis->x2); #endif } /* ======================== = = R_DrawPlayerSprites = ======================== */ void R_DrawPlayerSprites (void) { int i; pspdef_t *psp; #ifndef RENDER3D int lightnum; // // get light level // lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) + extralight; if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; // // clip to screen bounds // mfloorclip = screenheightarray; mceilingclip = negonearray; #endif // // add all active psprites // for (i = 0, psp = viewplayer->psprites; i < NUMPSPRITES; i++, psp++) { if (psp->state) R_DrawPSprite (psp); } } /* ======================== = = R_SortVisSprites = ======================== */ vissprite_t vsprsortedhead; void R_SortVisSprites (void) { int i, count; vissprite_t *ds, *best; vissprite_t unsorted; fixed_t bestscale; count = vissprite_p - vissprites; unsorted.next = unsorted.prev = &unsorted; if (!count) return; for (ds = vissprites; ds < vissprite_p; ds++) { ds->next = ds + 1; ds->prev = ds - 1; } vissprites[0].prev = &unsorted; unsorted.next = &vissprites[0]; (vissprite_p - 1)->next = &unsorted; unsorted.prev = vissprite_p - 1; // // pull the vissprites out by scale // best = 0; // shut up the compiler warning vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; for (i = 0; i < count; i++) { bestscale = H2MAXINT; for (ds = unsorted.next; ds != &unsorted; ds = ds->next) { if (ds->scale < bestscale) { bestscale = ds->scale; best = ds; } } best->next->prev = best->prev; best->prev->next = best->next; best->next = &vsprsortedhead; best->prev = vsprsortedhead.prev; vsprsortedhead.prev->next = best; vsprsortedhead.prev = best; } } #ifndef RENDER3D /* ======================== = = R_DrawSprite = ======================== */ void R_DrawSprite (vissprite_t *spr) { drawseg_t *ds; short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH]; int x, r1, r2; fixed_t scale, lowscale; int silhouette; for (x = spr->x1; x <= spr->x2; x++) clipbot[x] = cliptop[x] = -2; // // scan drawsegs from end to start for obscuring segs // the first drawseg that has a greater scale is the clip seg // for (ds = ds_p - 1; ds >= drawsegs; ds--) { // // determine if the drawseg obscures the sprite // if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || (!ds->silhouette && !ds->maskedtexturecol)) continue; // doesn't cover sprite r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; if (ds->scale1 > ds->scale2) { lowscale = ds->scale2; scale = ds->scale1; } else { lowscale = ds->scale1; scale = ds->scale2; } if (scale < spr->scale || ( lowscale < spr->scale && !R_PointOnSegSide(spr->gx, spr->gy, ds->curline) ) ) { if (ds->maskedtexturecol) // masked mid texture R_RenderMaskedSegRange (ds, r1, r2); continue; // seg is behind sprite } // // clip this piece of the sprite // silhouette = ds->silhouette; if (spr->gz >= ds->bsilheight) silhouette &= ~SIL_BOTTOM; if (spr->gzt <= ds->tsilheight) silhouette &= ~SIL_TOP; if (silhouette == 1) { // bottom sil for (x = r1; x <= r2; x++) { if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; } } else if (silhouette == 2) { // top sil for (x = r1; x <= r2; x++) { if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } } else if (silhouette == 3) { // both for (x = r1; x <= r2; x++) { if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } } } // // all clipping has been performed, so draw the sprite // // check for unclipped columns for (x = spr->x1; x <= spr->x2; x++) { if (clipbot[x] == -2) clipbot[x] = viewheight; if (cliptop[x] == -2) cliptop[x] = -1; } mfloorclip = clipbot; mceilingclip = cliptop; R_DrawVisSprite (spr, spr->x1, spr->x2); } #endif /* !RENDER3D */ /* ======================== = = R_DrawMasked = ======================== */ void R_DrawMasked (void) { vissprite_t *spr; #ifdef RENDER3D extern boolean willRenderSprites; if (!willRenderSprites) return; R_SortVisSprites(); if (vissprite_p > vissprites) { // draw all vissprites back to front glDepthMask(GL_FALSE); for (spr = vsprsortedhead.next; spr != &vsprsortedhead; spr = spr->next) { R_RenderSprite(spr); } glDepthMask(GL_TRUE); } #else drawseg_t *ds; R_SortVisSprites (); if (vissprite_p > vissprites) { // draw all vissprites back to front for (spr = vsprsortedhead.next; spr != &vsprsortedhead; spr = spr->next) { R_DrawSprite (spr); } } // // render any remaining masked mid textures // for (ds = ds_p - 1; ds >= drawsegs; ds--) { if (ds->maskedtexturecol) R_RenderMaskedSegRange (ds, ds->x1, ds->x2); } // // draw the psprites on top of everything // // Added for the sideviewing with an external device if (viewangleoffset <= 1024<<ANGLETOFINESHIFT || viewangleoffset >= -(1024<<ANGLETOFINESHIFT)) { // don't draw on side views R_DrawPlayerSprites (); } // if (!viewangleoffset) // don't draw on side views // R_DrawPlayerSprites (); #endif }