rockbox/apps/plugins/doom/r_segs.c
Karl Kurbjun b47a43aa28 Doom for the Gigabeat and some code reduction
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12051 a1c6a512-1295-4272-9138-f99709370657
2007-01-17 18:52:24 +00:00

857 lines
27 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* All the clipping: columns, horizontal spans, sky columns.
*
*-----------------------------------------------------------------------------*/
//
// 4/25/98, 5/2/98 killough: reformatted, beautified
#include "doomstat.h"
#include "r_main.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_things.h"
#include "r_draw.h"
#include "w_wad.h"
//#include "lprintf.h"
#include "rockmacros.h"
// OPTIMIZE: closed two sided lines as single sided
// killough 1/6/98: replaced globals with statics where appropriate
// True if any of the segs textures might be visible.
boolean segtextured;
boolean markfloor; // False if the back side is the same plane.
boolean markceiling;
static boolean maskedtexture;
static int toptexture;
static int bottomtexture;
static int midtexture;
static fixed_t toptexheight, midtexheight, bottomtexheight; // cph
angle_t rw_normalangle;// angle to line origin
int rw_angle1;
fixed_t rw_distance;
lighttable_t** walllights;
//
// regular wall
//
int rw_x;
int rw_stopx;
static angle_t rw_centerangle;
static fixed_t rw_offset;
static fixed_t rw_scale;
static fixed_t rw_scalestep;
static fixed_t rw_midtexturemid;
static fixed_t rw_toptexturemid;
static fixed_t rw_bottomtexturemid;
static int worldtop;
static int worldbottom;
static int worldhigh;
static int worldlow;
static fixed_t pixhigh;
static fixed_t pixlow;
static fixed_t pixhighstep;
static fixed_t pixlowstep;
static fixed_t topfrac;
static fixed_t topstep;
static fixed_t bottomfrac;
static fixed_t bottomstep;
static short *maskedtexturecol;
//
// R_ScaleFromGlobalAngle
// Returns the texture mapping scale
// for the current line (horizontal span)
// at the given angle.
// rw_distance must be calculated first.
//
// killough 5/2/98: reformatted, cleaned up
// CPhipps - moved here from r_main.c
static fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
{
int anglea = ANG90 + (visangle-viewangle);
int angleb = ANG90 + (visangle-rw_normalangle);
int den = FixedMul(rw_distance, finesine[anglea>>ANGLETOFINESHIFT]);
// proff 11/06/98: Changed for high-res
fixed_t num = FixedMul(projectiony, finesine[angleb>>ANGLETOFINESHIFT]);
return den > num>>16 ? (num = FixedDiv(num, den)) > 64*FRACUNIT ?
64*FRACUNIT : num < 256 ? 256 : num : 64*FRACUNIT;
}
//
// R_RenderMaskedSegRange
//
int fake_contrast IBSS_ATTR;
void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2)
{
column_t *col;
int lightnum;
int texnum;
sector_t tempsec; // killough 4/13/98
// Calculate light table.
// Use different light tables
// for horizontal / vertical / diagonal. Diagonal?
curline = ds->curline; // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
// killough 4/11/98: draw translucent 2s normal textures
colfunc = R_DrawColumn;
if (curline->linedef->tranlump >= 0 && general_translucency)
{
colfunc = R_DrawTLColumn;
tranmap = main_tranmap;
if (curline->linedef->tranlump > 0)
tranmap = W_CacheLumpNum(curline->linedef->tranlump-1);
}
// killough 4/11/98: end translucent 2s normal code
frontsector = curline->frontsector;
backsector = curline->backsector;
texnum = texturetranslation[curline->sidedef->midtexture];
// killough 4/13/98: get correct lightlevel for 2s normal textures
lightnum = (R_FakeFlat(frontsector, &tempsec, NULL, NULL, false)
->lightlevel >> LIGHTSEGSHIFT)+extralight;
/* cph - ...what is this for? adding contrast to rooms?
* It looks crap in outdoor areas */
if (fake_contrast)
{
if (curline->v1->y == curline->v2->y)
lightnum--;
else
if (curline->v1->x == curline->v2->x)
lightnum++;
}
walllights = lightnum >= LIGHTLEVELS ? scalelight[LIGHTLEVELS-1] :
lightnum < 0 ? scalelight[0] : 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++, spryscale += rw_scalestep)
if (maskedtexturecol[dc_x] != SHRT_MAX)
{
if (!fixedcolormap) // calculate lighting
{
unsigned index = spryscale>>LIGHTSCALESHIFT;
if (index >= MAXLIGHTSCALE )
index = MAXLIGHTSCALE-1;
dc_colormap = walllights[index];
}
// killough 3/2/98:
//
// This calculation used to overflow and cause crashes in Doom:
//
// sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
//
// This code fixes it, by using double-precision intermediate
// arithmetic and by skipping the drawing of 2s normals whose
// mapping to screen coordinates is totally out of range:
{
int_64_t t = ((int_64_t) centeryfrac << FRACBITS) -
(int_64_t) dc_texturemid * spryscale;
if (t + (int_64_t) textureheight[texnum] * spryscale < 0 ||
t > (int_64_t) SCREENHEIGHT << FRACBITS*2)
continue; // skip if the texture is out of screen's range
sprtopscreen = (long)(t >> FRACBITS);
}
dc_iscale = 0xffffffffu / (unsigned) spryscale;
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
col = (column_t *)((byte *)
R_GetColumn(texnum,maskedtexturecol[dc_x]) - 3);
R_DrawMaskedColumn (col);
maskedtexturecol[dc_x] = SHRT_MAX;
}
// Except for main_tranmap, mark others purgable at this point
if (curline->linedef->tranlump > 0 && general_translucency)
W_UnlockLumpNum(curline->linedef->tranlump-1); // cph - unlock it
}
//
// 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.
//
extern byte solidcol[MAX_SCREENWIDTH];
#define HEIGHTBITS 12
#define HEIGHTUNIT (1<<HEIGHTBITS)
static int didsolidcol; /* True if at least one column was marked solid */
static void R_RenderSegLoop (void)
{
fixed_t texturecolumn = 0; // shut up compiler warning
for ( ; rw_x < rw_stopx ; rw_x++)
{
// mark floor / ceiling areas
int yh = bottomfrac>>HEIGHTBITS;
int yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
// no space above wall?
int bottom,top = ceilingclip[rw_x]+1;
if (yl < top)
yl = top;
if (markceiling)
{
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;
bottom = floorclip[rw_x]-1;
if (yh > bottom)
yh = bottom;
if (markfloor)
{
top = yh < ceilingclip[rw_x] ? ceilingclip[rw_x] : yh;
if (++top <= bottom)
{
floorplane->top[rw_x] = top;
floorplane->bottom[rw_x] = bottom;
}
}
// texturecolumn and lighting are independent of wall tiers
if (segtextured)
{
unsigned index;
// calculate texture offset
angle_t angle =(rw_centerangle+xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance);
texturecolumn >>= FRACBITS;
// calculate lighting
index = rw_scale>>LIGHTSCALESHIFT;
if (index >= MAXLIGHTSCALE )
index = MAXLIGHTSCALE-1;
dc_colormap = walllights[index];
dc_x = rw_x;
dc_iscale = 0xffffffffu / (unsigned)rw_scale;
}
// draw the wall tiers
if (midtexture)
{
dc_yl = yl; // single sided line
dc_yh = yh;
dc_texturemid = rw_midtexturemid;
dc_source = R_GetColumn(midtexture, texturecolumn);
dc_texheight = midtexheight;
colfunc ();
ceilingclip[rw_x] = viewheight;
floorclip[rw_x] = -1;
}
else
{
// two sided line
if (toptexture)
{
// top wall
int 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);
dc_texheight = toptexheight;
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
{
int mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
pixlow += pixlowstep;
// no space above wall?
if (mid <= ceilingclip[rw_x])
mid = ceilingclip[rw_x]+1;
if (mid <= yh)
{
dc_yl = mid;
dc_yh = yh;
dc_texturemid = rw_bottomtexturemid;
dc_source = R_GetColumn(bottomtexture,
texturecolumn);
dc_texheight = bottomtexheight;
colfunc ();
floorclip[rw_x] = mid;
}
else
floorclip[rw_x] = yh+1;
}
else // no bottom wall
{
if (markfloor)
floorclip[rw_x] = yh+1;
}
// cph - if we completely blocked further sight through this column,
// add this info to the solid columns array for r_bsp.c
if ((markceiling || markfloor) &&
(floorclip[rw_x] <= ceilingclip[rw_x] + 1))
{
solidcol[rw_x] = 1;
didsolidcol = 1;
}
// save texturecol for backdrawing of masked mid texture
if (maskedtexture)
maskedtexturecol[rw_x] = texturecolumn;
}
rw_scale += rw_scalestep;
topfrac += topstep;
bottomfrac += bottomstep;
}
}
// killough 5/2/98: move from r_main.c, made static, simplified
static fixed_t R_PointToDist(fixed_t x, fixed_t y)
{
fixed_t dx = D_abs(x - viewx);
fixed_t dy = D_abs(y - viewy);
if (dy > dx)
{
fixed_t t = dx;
dx = dy;
dy = t;
}
return FixedDiv(dx, finesine[(tantoangle[FixedDiv(dy,dx) >> DBITS]
+ ANG90) >> ANGLETOFINESHIFT]);
}
//
// R_StoreWallRange
// A wall segment will be drawn
// between start and stop pixels (inclusive).
//
void R_StoreWallRange(const int start, const int stop)
{
fixed_t hyp;
fixed_t sineval;
angle_t distangle, offsetangle;
if (ds_p == drawsegs+maxdrawsegs) // killough 1/98 -- fix 2s line HOM
{
unsigned pos = ds_p - drawsegs; // jff 8/9/98 fix from ZDOOM1.14a
unsigned newmax = maxdrawsegs ? maxdrawsegs*2 : 128; // killough
drawsegs = realloc(drawsegs,newmax*sizeof(*drawsegs));
ds_p = drawsegs + pos; // jff 8/9/98 fix from ZDOOM1.14a
maxdrawsegs = newmax;
}
if(curline->miniseg == false) // figgi -- skip minisegs
curline->linedef->flags |= ML_MAPPED;
#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 = D_abs(rw_normalangle-rw_angle1);
if (offsetangle > ANG90)
offsetangle = ANG90;
distangle = ANG90 - offsetangle;
hyp = (viewx==curline->v1->x && viewy==curline->v1->y)?
0 : 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;
{ // killough 1/6/98, 2/1/98: remove limit on openings
extern short *openings;
extern size_t maxopenings;
size_t pos = lastopening - openings;
size_t need = (rw_stopx - start)*4 + pos;
if (need > maxopenings)
{
drawseg_t *ds; //jff 8/9/98 needed for fix from ZDoom
short *oldopenings = openings;
short *oldlast = lastopening;
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while (need > maxopenings);
openings = realloc(openings, maxopenings * sizeof(*openings));
lastopening = openings + pos;
// jff 8/9/98 borrowed fix for openings from ZDOOM1.14
// [RH] We also need to adjust the openings pointers that
// were already stored in drawsegs.
for (ds = drawsegs; ds < ds_p; ds++)
{
#define ADJUST(p) if (ds->p + ds->x1 >= oldopenings && ds->p + ds->x1 <= oldlast)\
ds->p = ds->p - oldopenings + openings;
ADJUST (maskedtexturecol);
ADJUST (sprtopclip);
ADJUST (sprbottomclip);
}
#undef ADJUST
}
} // killough: end of code to remove limits on openings
// 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
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];
midtexheight = (linedef->r_flags & RF_MID_TILE) ? 0 : textureheight[midtexture] >> FRACBITS;
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
fixed_t vtop = frontsector->floorheight +
textureheight[sidedef->midtexture];
rw_midtexturemid = vtop - viewz;
}
else // top of texture at top
rw_midtexturemid = worldtop;
rw_midtexturemid += FixedMod(sidedef->rowoffset, textureheight[midtexture]);
ds_p->silhouette = SIL_BOTH;
ds_p->sprtopclip = screenheightarray;
ds_p->sprbottomclip = negonearray;
ds_p->bsilheight = INT_MAX;
ds_p->tsilheight = INT_MIN;
}
else // two sided line
{
ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
ds_p->silhouette = 0;
if (linedef->r_flags & RF_CLOSED)
{ /* cph - closed 2S line e.g. door */
// cph - killough's (outdated) comment follows - this deals with both
// "automap fixes", his and mine
// killough 1/17/98: this test is required if the fix
// for the automap bug (r_bsp.c) is used, or else some
// sprites will be displayed behind closed doors. That
// fix prevents lines behind closed doors with dropoffs
// from being displayed on the automap.
ds_p->silhouette = SIL_BOTH;
ds_p->sprbottomclip = negonearray;
ds_p->bsilheight = INT_MAX;
ds_p->sprtopclip = screenheightarray;
ds_p->tsilheight = INT_MIN;
}
else
{ /* not solid - old code */
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 = INT_MAX;
}
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 = INT_MIN;
}
}
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;
markfloor = worldlow != worldbottom
|| backsector->floorpic != frontsector->floorpic
|| backsector->lightlevel != frontsector->lightlevel
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->floor_xoffs != frontsector->floor_xoffs
|| backsector->floor_yoffs != frontsector->floor_yoffs
// killough 4/15/98: prevent 2s normals
// from bleeding through deep water
|| frontsector->heightsec != -1
// killough 4/17/98: draw floors if different light levels
|| backsector->floorlightsec != frontsector->floorlightsec
;
markceiling = worldhigh != worldtop
|| backsector->ceilingpic != frontsector->ceilingpic
|| backsector->lightlevel != frontsector->lightlevel
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->ceiling_xoffs != frontsector->ceiling_xoffs
|| backsector->ceiling_yoffs != frontsector->ceiling_yoffs
// killough 4/15/98: prevent 2s normals
// from bleeding through fake ceilings
|| (frontsector->heightsec != -1 &&
frontsector->ceilingpic!=skyflatnum)
// killough 4/17/98: draw ceilings if different light levels
|| backsector->ceilinglightsec != frontsector->ceilinglightsec
;
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
markceiling = markfloor = true; // closed door
if (worldhigh < worldtop) // top texture
{
toptexture = texturetranslation[sidedef->toptexture];
toptexheight = (linedef->r_flags & RF_TOP_TILE) ? 0 : textureheight[toptexture] >> FRACBITS;
rw_toptexturemid = linedef->flags & ML_DONTPEGTOP ? worldtop :
backsector->ceilingheight+textureheight[sidedef->toptexture]-viewz;
rw_toptexturemid += FixedMod(sidedef->rowoffset, textureheight[toptexture]);
}
if (worldlow > worldbottom) // bottom texture
{
bottomtexture = texturetranslation[sidedef->bottomtexture];
bottomtexheight = (linedef->r_flags & RF_BOT_TILE) ? 0 : textureheight[bottomtexture] >> FRACBITS;
rw_bottomtexturemid = linedef->flags & ML_DONTPEGBOTTOM ? worldtop :
worldlow;
rw_bottomtexturemid += FixedMod(sidedef->rowoffset, textureheight[bottomtexture]);
}
// 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 = 0-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)
{
int lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
/* cph - ...what is this for? adding contrast to rooms?
* It looks crap in outdoor areas */
if (fake_contrast)
{
if (curline->v1->y == curline->v2->y)
lightnum--;
else if (curline->v1->x == curline->v2->x)
lightnum++;
}
if (lightnum < 0)
walllights = scalelight[0];
else 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 definitely invisible and doesn't need to be marked.
// killough 3/7/98: add deep water check
if (frontsector->heightsec == -1)
{
if (frontsector->floorheight >= viewz) // above view plane
markfloor = false;
if (frontsector->ceilingheight <= viewz &&
frontsector->ceilingpic != skyflatnum) // below view plane
markceiling = false;
}
// 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)
{
if (ceilingplane) // killough 4/11/98: add NULL ptr checks
ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
else
markceiling = 0;
}
if (markfloor)
{
if (floorplane) // killough 4/11/98: add NULL ptr checks
/* cph 2003/04/18 - ceilingplane and floorplane might be the same
* visplane (e.g. if both skies); R_CheckPlane doesn't know about
* modifications to the plane that might happen in parallel with the check
* being made, so we have to override it and split them anyway if that is
* a possibility, otherwise the floor marking would overwrite the ceiling
* marking, resulting in HOM. */
if (markceiling && ceilingplane == floorplane)
floorplane = R_DupPlane (floorplane, rw_x, rw_stopx-1);
else
floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
else
markfloor = 0;
}
didsolidcol = 0;
R_RenderSegLoop();
/* cph - if a column was made solid by this wall, we _must_ save full clipping info */
if (backsector && didsolidcol)
{
if (!(ds_p->silhouette & SIL_BOTTOM))
{
ds_p->silhouette |= SIL_BOTTOM;
ds_p->bsilheight = backsector->floorheight;
}
if (!(ds_p->silhouette & SIL_TOP))
{
ds_p->silhouette |= SIL_TOP;
ds_p->tsilheight = backsector->ceilingheight;
}
}
// 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 = INT_MIN;
}
if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM))
{
ds_p->silhouette |= SIL_BOTTOM;
ds_p->bsilheight = INT_MAX;
}
ds_p++;
}