//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//

//**************************************************************************
//**
//** R_SEGS.C
//**
//** This version has the tall-sector-crossing-precision-bug fixed.
//**
//**************************************************************************

#include <stdlib.h>

#include "doomdef.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 index;
    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];
    else 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] != SHRT_MAX)
        {
            if (!fixedcolormap)
            {
                index = spryscale >> LIGHTSCALESHIFT;
                if (index >= MAXLIGHTSCALE)
                    index = MAXLIGHTSCALE - 1;
                dc_colormap = walllights[index];
            }

            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] = SHRT_MAX;
        }
        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 index;
    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
            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)
        {                       // 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((int) rw_normalangle - (int) 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 trx, try;
            fixed_t gxt, gyt;

            trx = curline->v1->x - viewx;
            try = curline->v1->y - viewy;

            gxt = FixedMul(trx, viewcos);
            gyt = -FixedMul(try, 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 = INT_MAX;
        ds_p->tsilheight = INT_MIN;
    }
    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 = INT_MAX;
//                      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 = INT_MIN;
//                      ds_p->sprtopclip = screenheightarray;
        }

        if (backsector->ceilingheight <= frontsector->floorheight)
        {
            ds_p->sprbottomclip = negonearray;
            ds_p->bsilheight = INT_MAX;
            ds_p->silhouette |= SIL_BOTTOM;
        }
        if (backsector->floorheight >= frontsector->ceilingheight)
        {
            ds_p->sprtopclip = screenheightarray;
            ds_p->tsilheight = INT_MIN;
            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)
            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];
            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 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 = INT_MIN;
    }
    if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM))
    {
        ds_p->silhouette |= SIL_BOTTOM;
        ds_p->bsilheight = INT_MAX;
    }
    ds_p++;
}
