ref: b29e042630023016ae6b293904ac34bf285bd19c
dir: /r_segs.c/
//************************************************************************** //** //** r_segs.c : Heretic 2 : Raven Software, Corp. //** //** $Revision: 491 $ //** $Date: 2009-05-30 01:10:42 +0300 (Sat, 30 May 2009) $ //** //** This version has the tall-sector-crossing-precision-bug fixed. //** //************************************************************************** #include "h2stdinc.h" #ifndef RENDER3D #include "h2def.h" #include "r_local.h" // OPTIMIZE: closed two sided lines as single sided boolean segtextured; // true if any of the segs textures might be vis boolean markfloor; // false if the back side is the same plane boolean markceiling; boolean maskedtexture; int toptexture, bottomtexture, midtexture; angle_t rw_normalangle; int rw_angle1; // angle to line origin // // wall // int rw_x; int rw_stopx; angle_t rw_centerangle; fixed_t rw_offset; fixed_t rw_distance; fixed_t rw_scale; fixed_t rw_scalestep; fixed_t rw_midtexturemid; fixed_t rw_toptexturemid; fixed_t rw_bottomtexturemid; int worldtop, worldbottom, worldhigh, worldlow; fixed_t pixhigh, pixlow; fixed_t pixhighstep, pixlowstep; fixed_t topfrac, topstep; fixed_t bottomfrac, bottomstep; lighttable_t **walllights; short *maskedtexturecol; /* ================ = = R_RenderMaskedSegRange = ================ */ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2) { unsigned idx; column_t *col; int lightnum; int texnum; // // calculate light table // use different light tables for horizontal / vertical / diagonal // OPTIMIZE: get rid of LIGHTSEGSHIFT globally curline = ds->curline; frontsector = curline->frontsector; backsector = curline->backsector; texnum = texturetranslation[curline->sidedef->midtexture]; lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight; //if (curline->v1->y == curline->v2->y) // lightnum--; //else if (curline->v1->x == curline->v2->x) // lightnum++; //if (lightnum < 0) // walllights = scalelight[0]; if (lightnum >= LIGHTLEVELS) walllights = scalelight[LIGHTLEVELS-1]; else walllights = scalelight[lightnum]; maskedtexturecol = ds->maskedtexturecol; rw_scalestep = ds->scalestep; spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep; mfloorclip = ds->sprbottomclip; mceilingclip = ds->sprtopclip; // // find positioning // if (curline->linedef->flags & ML_DONTPEGBOTTOM) { dc_texturemid = frontsector->floorheight > backsector->floorheight ? frontsector->floorheight : backsector->floorheight; dc_texturemid = dc_texturemid + textureheight[texnum] - viewz; } else { dc_texturemid = frontsector->ceilingheight < backsector->ceilingheight ? frontsector->ceilingheight : backsector->ceilingheight; dc_texturemid = dc_texturemid - viewz; } dc_texturemid += curline->sidedef->rowoffset; if (fixedcolormap) dc_colormap = fixedcolormap; // // draw the columns // for (dc_x = x1 ; dc_x <= x2 ; dc_x++) { // calculate lighting if (maskedtexturecol[dc_x] != H2MAXSHORT) { if (!fixedcolormap) { idx = spryscale>>LIGHTSCALESHIFT; if (idx >= MAXLIGHTSCALE) idx = MAXLIGHTSCALE-1; dc_colormap = walllights[idx]; } sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); dc_iscale = 0xffffffffu / (unsigned)spryscale; // // draw the texture // col = (column_t *)( (byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3); R_DrawMaskedColumn (col, -1); maskedtexturecol[dc_x] = H2MAXSHORT; } spryscale += rw_scalestep; } } /* ================ = = R_RenderSegLoop = = Draws zero, one, or two textures (and possibly a masked texture) for walls = Can draw or mark the starting pixel of floor and ceiling textures = = CALLED: CORE LOOPING ROUTINE ================ */ #define HEIGHTBITS 12 #define HEIGHTUNIT (1<<HEIGHTBITS) void R_RenderSegLoop (void) { angle_t angle; unsigned idx; int yl, yh, mid; fixed_t texturecolumn; int top, bottom; texturecolumn = 0; // shut up compiler warning for ( ; rw_x < rw_stopx ; rw_x++) { // // mark floor / ceiling areas // yl = (topfrac + HEIGHTUNIT - 1)>>HEIGHTBITS; if (yl < ceilingclip[rw_x] + 1) yl = ceilingclip[rw_x] + 1; // no space above wall if (markceiling) { top = ceilingclip[rw_x] + 1; bottom = yl - 1; if (bottom >= floorclip[rw_x]) bottom = floorclip[rw_x] - 1; if (top <= bottom) { ceilingplane->top[rw_x] = top; ceilingplane->bottom[rw_x] = bottom; } } yh = bottomfrac>>HEIGHTBITS; if (yh >= floorclip[rw_x]) yh = floorclip[rw_x] - 1; if (markfloor) { top = yh + 1; bottom = floorclip[rw_x] - 1; if (top <= ceilingclip[rw_x]) top = ceilingclip[rw_x] + 1; if (top <= bottom) { floorplane->top[rw_x] = top; floorplane->bottom[rw_x] = bottom; } } // // texturecolumn and lighting are independent of wall tiers // if (segtextured) { // calculate texture offset angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT; texturecolumn = rw_offset - FixedMul(finetangent[angle], rw_distance); texturecolumn >>= FRACBITS; // calculate lighting idx = rw_scale>>LIGHTSCALESHIFT; if (idx >= MAXLIGHTSCALE) idx = MAXLIGHTSCALE - 1; dc_colormap = walllights[idx]; dc_x = rw_x; dc_iscale = 0xffffffffu / (unsigned)rw_scale; } // // draw the wall tiers // if (midtexture) { // single sided line dc_yl = yl; dc_yh = yh; dc_texturemid = rw_midtexturemid; dc_source = R_GetColumn(midtexture, texturecolumn); colfunc (); ceilingclip[rw_x] = viewheight; floorclip[rw_x] = -1; } else { // two sided line if (toptexture) { // top wall mid = pixhigh>>HEIGHTBITS; pixhigh += pixhighstep; if (mid >= floorclip[rw_x]) mid = floorclip[rw_x] - 1; if (mid >= yl) { dc_yl = yl; dc_yh = mid; dc_texturemid = rw_toptexturemid; dc_source = R_GetColumn(toptexture, texturecolumn); colfunc (); ceilingclip[rw_x] = mid; } else ceilingclip[rw_x] = yl - 1; } else { // no top wall if (markceiling) ceilingclip[rw_x] = yl - 1; } if (bottomtexture) { // bottom wall mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS; pixlow += pixlowstep; if (mid <= ceilingclip[rw_x]) mid = ceilingclip[rw_x] + 1; // no space above wall if (mid <= yh) { dc_yl = mid; dc_yh = yh; dc_texturemid = rw_bottomtexturemid; dc_source = R_GetColumn(bottomtexture, texturecolumn); colfunc (); floorclip[rw_x] = mid; } else floorclip[rw_x] = yh + 1; } else { // no bottom wall if (markfloor) floorclip[rw_x] = yh + 1; } if (maskedtexture) { // save texturecol for backdrawing of masked mid texture maskedtexturecol[rw_x] = texturecolumn; } } rw_scale += rw_scalestep; topfrac += topstep; bottomfrac += bottomstep; } } /* ===================== = = R_StoreWallRange = = A wall segment will be drawn between start and stop pixels (inclusive) = ====================== */ void R_StoreWallRange (int start, int stop) { fixed_t hyp; fixed_t sineval; angle_t distangle, offsetangle; fixed_t vtop; int lightnum; if (ds_p == &drawsegs[MAXDRAWSEGS]) return; // don't overflow and crash #ifdef RANGECHECK if (start >=viewwidth || start > stop) I_Error ("Bad R_RenderWallRange: %i to %i", start , stop); #endif sidedef = curline->sidedef; linedef = curline->linedef; // mark the segment as visible for auto map linedef->flags |= ML_MAPPED; // // calculate rw_distance for scale calculation // rw_normalangle = curline->angle + ANG90; offsetangle = abs(rw_normalangle - rw_angle1); if (offsetangle > ANG90) offsetangle = ANG90; distangle = ANG90 - offsetangle; hyp = R_PointToDist (curline->v1->x, curline->v1->y); sineval = finesine[distangle>>ANGLETOFINESHIFT]; rw_distance = FixedMul (hyp, sineval); ds_p->x1 = rw_x = start; ds_p->x2 = stop; ds_p->curline = curline; rw_stopx = stop + 1; // // calculate scale at both ends and step // ds_p->scale1 = rw_scale = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]); if (stop > start) { ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]); ds_p->scalestep = rw_scalestep = (ds_p->scale2 - rw_scale) / (stop-start); } else { // // try to fix the stretched line bug // #if 0 if (rw_distance < FRACUNIT/2) { fixed_t xtr, ytr; fixed_t gxt, gyt; xtr = curline->v1->x - viewx; ytr = curline->v1->y - viewy; gxt = FixedMul(xtr, viewcos); gyt = -FixedMul(ytr, viewsin); ds_p->scale1 = FixedDiv(projection, gxt - gyt); } #endif ds_p->scale2 = ds_p->scale1; } // // calculate texture boundaries and decide if floor / ceiling marks // are needed // worldtop = frontsector->ceilingheight - viewz; worldbottom = frontsector->floorheight - viewz; midtexture = toptexture = bottomtexture = maskedtexture = 0; ds_p->maskedtexturecol = NULL; if (!backsector) { // // single sided line // midtexture = texturetranslation[sidedef->midtexture]; // a single sided line is terminal, so it must mark ends markfloor = markceiling = true; if (linedef->flags & ML_DONTPEGBOTTOM) { vtop = frontsector->floorheight + textureheight[sidedef->midtexture]; rw_midtexturemid = vtop - viewz; // bottom of texture at bottom } else rw_midtexturemid = worldtop; // top of texture at top rw_midtexturemid += sidedef->rowoffset; ds_p->silhouette = SIL_BOTH; ds_p->sprtopclip = screenheightarray; ds_p->sprbottomclip = negonearray; ds_p->bsilheight = H2MAXINT; ds_p->tsilheight = H2MININT; } else { // // two sided line // ds_p->sprtopclip = ds_p->sprbottomclip = NULL; ds_p->silhouette = 0; if (frontsector->floorheight > backsector->floorheight) { ds_p->silhouette = SIL_BOTTOM; ds_p->bsilheight = frontsector->floorheight; } else if (backsector->floorheight > viewz) { ds_p->silhouette = SIL_BOTTOM; ds_p->bsilheight = H2MAXINT; // ds_p->sprbottomclip = negonearray; } if (frontsector->ceilingheight < backsector->ceilingheight) { ds_p->silhouette |= SIL_TOP; ds_p->tsilheight = frontsector->ceilingheight; } else if (backsector->ceilingheight < viewz) { ds_p->silhouette |= SIL_TOP; ds_p->tsilheight = H2MININT; // ds_p->sprtopclip = screenheightarray; } if (backsector->ceilingheight <= frontsector->floorheight) { ds_p->sprbottomclip = negonearray; ds_p->bsilheight = H2MAXINT; ds_p->silhouette |= SIL_BOTTOM; } if (backsector->floorheight >= frontsector->ceilingheight) { ds_p->sprtopclip = screenheightarray; ds_p->tsilheight = H2MININT; ds_p->silhouette |= SIL_TOP; } worldhigh = backsector->ceilingheight - viewz; worldlow = backsector->floorheight - viewz; // hack to allow height changes in outdoor areas if (frontsector->ceilingpic == skyflatnum && backsector->ceilingpic == skyflatnum) worldtop = worldhigh; if (worldlow != worldbottom || backsector->floorpic != frontsector->floorpic || backsector->lightlevel != frontsector->lightlevel || backsector->special != frontsector->special) markfloor = true; else markfloor = false; // same plane on both sides if (worldhigh != worldtop || backsector->ceilingpic != frontsector->ceilingpic || backsector->lightlevel != frontsector->lightlevel) markceiling = true; else markceiling = false; // same plane on both sides if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight) markceiling = markfloor = true; // closed door if (worldhigh < worldtop) { // top texture toptexture = texturetranslation[sidedef->toptexture]; if (linedef->flags & ML_DONTPEGTOP) rw_toptexturemid = worldtop; // top of texture at top else { vtop = backsector->ceilingheight + textureheight[sidedef->toptexture]; rw_toptexturemid = vtop - viewz; // bottom of texture } } if (worldlow > worldbottom) { // bottom texture bottomtexture = texturetranslation[sidedef->bottomtexture]; if (linedef->flags & ML_DONTPEGBOTTOM) { // bottom of texture at bottom rw_bottomtexturemid = worldtop; // top of texture at top } else // top of texture at top rw_bottomtexturemid = worldlow; } rw_toptexturemid += sidedef->rowoffset; rw_bottomtexturemid += sidedef->rowoffset; // // allocate space for masked texture tables // if (sidedef->midtexture) { // masked midtexture maskedtexture = true; ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x; lastopening += rw_stopx - rw_x; } } // // calculate rw_offset (only needed for textured lines) // segtextured = midtexture | toptexture | bottomtexture | maskedtexture; if (segtextured) { offsetangle = rw_normalangle - rw_angle1; if (offsetangle > ANG180) offsetangle = -offsetangle; if (offsetangle > ANG90) offsetangle = ANG90; sineval = finesine[offsetangle >>ANGLETOFINESHIFT]; rw_offset = FixedMul (hyp, sineval); if (rw_normalangle - rw_angle1 < ANG180) rw_offset = -rw_offset; rw_offset += sidedef->textureoffset + curline->offset; rw_centerangle = ANG90 + viewangle - rw_normalangle; // // calculate light table // use different light tables for horizontal / vertical / diagonal // OPTIMIZE: get rid of LIGHTSEGSHIFT globally if (!fixedcolormap) { lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight; //if (curline->v1->y == curline->v2->y) // lightnum--; //else if (curline->v1->x == curline->v2->x) // lightnum++; //if (lightnum < 0) // walllights = scalelight[0]; if (lightnum >= LIGHTLEVELS) walllights = scalelight[LIGHTLEVELS-1]; else walllights = scalelight[lightnum]; } } // // if a floor / ceiling plane is on the wrong side of the view plane // it is definately invisible and doesn't need to be marked // if (frontsector->floorheight >= viewz) markfloor = false; // above view plane if (frontsector->ceilingheight <= viewz && frontsector->ceilingpic != skyflatnum) markceiling = false; // below view plane // // calculate incremental stepping values for texture edges // worldtop >>= 4; worldbottom >>= 4; topstep = -FixedMul (rw_scalestep, worldtop); topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale); bottomstep = -FixedMul (rw_scalestep, worldbottom); bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale); if (backsector) { worldhigh >>= 4; worldlow >>= 4; if (worldhigh < worldtop) { pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale); pixhighstep = -FixedMul (rw_scalestep,worldhigh); } if (worldlow > worldbottom) { pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale); pixlowstep = -FixedMul (rw_scalestep, worldlow); } } // // render it // if (markceiling) ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx - 1); if (markfloor) floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx - 1); R_RenderSegLoop (); // // save sprite clipping info // if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip) { memcpy (lastopening, ceilingclip + start, 2*(rw_stopx - start)); ds_p->sprtopclip = lastopening - start; lastopening += rw_stopx - start; } if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && !ds_p->sprbottomclip) { memcpy (lastopening, floorclip + start, 2*(rw_stopx - start)); ds_p->sprbottomclip = lastopening - start; lastopening += rw_stopx - start; } if (maskedtexture && !(ds_p->silhouette & SIL_TOP)) { ds_p->silhouette |= SIL_TOP; ds_p->tsilheight = H2MININT; } if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM)) { ds_p->silhouette |= SIL_BOTTOM; ds_p->bsilheight = H2MAXINT; } ds_p++; } #endif /* !RENDER3D */