// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_bsp.c /// \brief BSP traversal, handling of LineSegs for rendering #include "doomdef.h" #include "g_game.h" #include "r_local.h" #include "r_state.h" #include "r_splats.h" #include "p_local.h" // camera #include "p_slopes.h" #include "z_zone.h" // Check R_Prep3DFloors seg_t *curline; side_t *sidedef; line_t *linedef; sector_t *frontsector; sector_t *backsector; boolean portalline; // is curline a portal seg? // very ugly realloc() of drawsegs at run-time, I upped it to 512 // instead of 256.. and someone managed to send me a level with // 896 drawsegs! So too bad here's a limit removal a-la-Boom drawseg_t *drawsegs = NULL; drawseg_t *ds_p = NULL; // indicates doors closed wrt automap bugfix: INT32 doorclosed; // // R_ClearDrawSegs // void R_ClearDrawSegs(void) { ds_p = drawsegs; } // Fix from boom. #define MAXSEGS (MAXVIDWIDTH/2+1) // newend is one past the last valid seg static cliprange_t *newend; static cliprange_t solidsegs[MAXSEGS]; // // R_ClipSolidWallSegment // Does handle solid walls, // e.g. single sided LineDefs (middle texture) // that entirely block the view. // static void R_ClipSolidWallSegment(INT32 first, INT32 last) { cliprange_t *next; cliprange_t *start; // Find the first range that touches the range (adjacent pixels are touching). start = solidsegs; while (start->last < first - 1) start++; if (first < start->first) { if (last < start->first - 1) { // Post is entirely visible (above start), so insert a new clippost. R_StoreWallRange(first, last); next = newend; newend++; // NO MORE CRASHING! if (newend - solidsegs > MAXSEGS) I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n"); while (next != start) { *next = *(next-1); next--; } next->first = first; next->last = last; return; } // There is a fragment above *start. R_StoreWallRange(first, start->first - 1); // Now adjust the clip size. start->first = first; } // Bottom contained in start? if (last <= start->last) return; next = start; while (last >= (next+1)->first - 1) { // There is a fragment between two posts. R_StoreWallRange(next->last + 1, (next+1)->first - 1); next++; if (last <= next->last) { // Bottom is contained in next. // Adjust the clip size. start->last = next->last; goto crunch; } } // There is a fragment after *next. R_StoreWallRange(next->last + 1, last); // Adjust the clip size. start->last = last; // Remove start+1 to next from the clip list, because start now covers their area. crunch: if (next == start) return; // Post just extended past the bottom of one post. while (next++ != newend) *++start = *next; // Remove a post. newend = start + 1; // NO MORE CRASHING! if (newend - solidsegs > MAXSEGS) I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n"); } // // R_ClipPassWallSegment // Clips the given range of columns, but does not include it in the clip list. // Does handle windows, e.g. LineDefs with upper and lower texture. // static inline void R_ClipPassWallSegment(INT32 first, INT32 last) { cliprange_t *start; // Find the first range that touches the range // (adjacent pixels are touching). start = solidsegs; while (start->last < first - 1) start++; if (first < start->first) { if (last < start->first - 1) { // Post is entirely visible (above start). R_StoreWallRange(first, last); return; } // There is a fragment above *start. R_StoreWallRange(first, start->first - 1); } // Bottom contained in start? if (last <= start->last) return; while (last >= (start+1)->first - 1) { // There is a fragment between two posts. R_StoreWallRange(start->last + 1, (start+1)->first - 1); start++; if (last <= start->last) return; } // There is a fragment after *next. R_StoreWallRange(start->last + 1, last); } // // R_ClearClipSegs // void R_ClearClipSegs(void) { solidsegs[0].first = -0x7fffffff; solidsegs[0].last = -1; solidsegs[1].first = viewwidth; solidsegs[1].last = 0x7fffffff; newend = solidsegs + 2; } void R_PortalClearClipSegs(INT32 start, INT32 end) { solidsegs[0].first = -0x7fffffff; solidsegs[0].last = start-1; solidsegs[1].first = end; solidsegs[1].last = 0x7fffffff; newend = solidsegs + 2; } // R_DoorClosed // // This function is used to fix the automap bug which // showed lines behind closed doors simply because the door had a dropoff. // // It assumes that Doom has already ruled out a door being closed because // of front-back closure (e.g. front floor is taller than back ceiling). static INT32 R_DoorClosed(void) { return // if door is closed because back is shut: backsector->ceilingheight <= backsector->floorheight // preserve a kind of transparent door/lift special effect: && (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture) && (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture) // properly render skies (consider door "open" if both ceilings are sky): && (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum); } // // If player's view height is underneath fake floor, lower the // drawn ceiling to be just under the floor height, and replace // the drawn floor and ceiling textures, and light level, with // the control sector's. // // Similar for ceiling, only reflected. // sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel, INT32 *ceilinglightlevel, boolean back) { INT32 mapnum = -1; if (floorlightlevel) *floorlightlevel = sec->floorlightsec == -1 ? sec->lightlevel : sectors[sec->floorlightsec].lightlevel; if (ceilinglightlevel) *ceilinglightlevel = sec->ceilinglightsec == -1 ? sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel; // If the sector has a midmap, it's probably from 280 type if (sec->midmap != -1) mapnum = sec->midmap; else if (sec->heightsec != -1) { const sector_t *s = §ors[sec->heightsec]; mobj_t *viewmobj = viewplayer->mo; INT32 heightsec; boolean underwater; if (splitscreen > 2 && viewplayer == &players[fourthdisplayplayer] && camera4.chase) heightsec = R_PointInSubsector(camera4.x, camera4.y)->sector->heightsec; else if (splitscreen > 1 && viewplayer == &players[thirddisplayplayer] && camera3.chase) heightsec = R_PointInSubsector(camera3.x, camera3.y)->sector->heightsec; else if (splitscreen && viewplayer == &players[secondarydisplayplayer] && camera2.chase) heightsec = R_PointInSubsector(camera2.x, camera2.y)->sector->heightsec; else if (camera.chase && viewplayer == &players[displayplayer]) heightsec = R_PointInSubsector(camera.x, camera.y)->sector->heightsec; else if (viewmobj) heightsec = R_PointInSubsector(viewmobj->x, viewmobj->y)->sector->heightsec; else return sec; underwater = heightsec != -1 && viewz <= sectors[heightsec].floorheight; // Replace sector being drawn, with a copy to be hacked *tempsec = *sec; // Replace floor and ceiling height with other sector's heights. tempsec->floorheight = s->floorheight; tempsec->ceilingheight = s->ceilingheight; mapnum = s->midmap; if ((underwater && (tempsec-> floorheight = sec->floorheight, tempsec->ceilingheight = s->floorheight - 1, !back)) || viewz <= s->floorheight) { // head-below-floor hack tempsec->floorpic = s->floorpic; tempsec->floor_xoffs = s->floor_xoffs; tempsec->floor_yoffs = s->floor_yoffs; tempsec->floorpic_angle = s->floorpic_angle; if (underwater) { if (s->ceilingpic == skyflatnum) { tempsec->floorheight = tempsec->ceilingheight+1; tempsec->ceilingpic = tempsec->floorpic; tempsec->ceiling_xoffs = tempsec->floor_xoffs; tempsec->ceiling_yoffs = tempsec->floor_yoffs; tempsec->ceilingpic_angle = tempsec->floorpic_angle; } else { tempsec->ceilingpic = s->ceilingpic; tempsec->ceiling_xoffs = s->ceiling_xoffs; tempsec->ceiling_yoffs = s->ceiling_yoffs; tempsec->ceilingpic_angle = s->ceilingpic_angle; } mapnum = s->bottommap; } tempsec->lightlevel = s->lightlevel; if (floorlightlevel) *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel : sectors[s->floorlightsec].lightlevel; if (ceilinglightlevel) *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel : sectors[s->ceilinglightsec].lightlevel; } else if (heightsec != -1 && viewz >= sectors[heightsec].ceilingheight && sec->ceilingheight > s->ceilingheight) { // Above-ceiling hack tempsec->ceilingheight = s->ceilingheight; tempsec->floorheight = s->ceilingheight + 1; tempsec->floorpic = tempsec->ceilingpic = s->ceilingpic; tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs; tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs; tempsec->floorpic_angle = tempsec->ceilingpic_angle = s->ceilingpic_angle; mapnum = s->topmap; if (s->floorpic == skyflatnum) // SKYFIX? { tempsec->ceilingheight = tempsec->floorheight-1; tempsec->floorpic = tempsec->ceilingpic; tempsec->floor_xoffs = tempsec->ceiling_xoffs; tempsec->floor_yoffs = tempsec->ceiling_yoffs; tempsec->floorpic_angle = tempsec->ceilingpic_angle; } else { tempsec->ceilingheight = sec->ceilingheight; tempsec->floorpic = s->floorpic; tempsec->floor_xoffs = s->floor_xoffs; tempsec->floor_yoffs = s->floor_yoffs; tempsec->floorpic_angle = s->floorpic_angle; } tempsec->lightlevel = s->lightlevel; if (floorlightlevel) *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel : sectors[s->floorlightsec].lightlevel; if (ceilinglightlevel) *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel : sectors[s->ceilinglightsec].lightlevel; } sec = tempsec; } if (mapnum >= 0 && (size_t)mapnum < num_extra_colormaps) sec->extra_colormap = &extra_colormaps[mapnum]; else sec->extra_colormap = NULL; return sec; } // // R_AddLine // Clips the given segment and adds any visible pieces to the line list. // static void R_AddLine(seg_t *line) { INT32 x1, x2; angle_t angle1, angle2, span, tspan; static sector_t tempsec; // ceiling/water hack if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES)) return; curline = line; portalline = false; // OPTIMIZE: quickly reject orthogonal back sides. angle1 = R_PointToAngle(line->v1->x, line->v1->y); angle2 = R_PointToAngle(line->v2->x, line->v2->y); // Clip to view edges. span = angle1 - angle2; // Back side? i.e. backface culling? if (span >= ANGLE_180) return; // Global angle needed by segcalc. rw_angle1 = angle1; angle1 -= viewangle; angle2 -= viewangle; tspan = angle1 + clipangle; if (tspan > doubleclipangle) { tspan -= doubleclipangle; // Totally off the left edge? if (tspan >= span) return; angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > doubleclipangle) { tspan -= doubleclipangle; // Totally off the left edge? if (tspan >= span) return; angle2 = -(signed)clipangle; } // The seg is in the view range, but not necessarily visible. angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; x1 = viewangletox[angle1]; x2 = viewangletox[angle2]; // Does not cross a pixel? if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness return; backsector = line->backsector; // Portal line if (line->linedef->special == 40 && line->side == 0) { if (portalrender < cv_maxportals.value) { // Find the other side! INT32 line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, -1); if (line->linedef == &lines[line2]) line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, line2); if (line2 >= 0) // found it! { R_AddPortal(line->linedef-lines, line2, x1, x2); // Remember the lines for later rendering //return; // Don't fill in that space now! goto clipsolid; } } // Recursed TOO FAR (viewing a portal within a portal) // So uhhh, render it as a normal wall instead or something ??? } // Single sided line? if (!backsector) goto clipsolid; backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true); doorclosed = 0; // Closed door. #ifdef ESLOPE if (frontsector->f_slope || frontsector->c_slope || backsector->f_slope || backsector->c_slope) { fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends #define SLOPEPARAMS(slope, end1, end2, normalheight) \ if (slope) { \ end1 = P_GetZAt(slope, line->v1->x, line->v1->y); \ end2 = P_GetZAt(slope, line->v2->x, line->v2->y); \ } else \ end1 = end2 = normalheight; SLOPEPARAMS(frontsector->f_slope, frontf1, frontf2, frontsector->floorheight) SLOPEPARAMS(frontsector->c_slope, frontc1, frontc2, frontsector->ceilingheight) SLOPEPARAMS( backsector->f_slope, backf1, backf2, backsector->floorheight) SLOPEPARAMS( backsector->c_slope, backc1, backc2, backsector->ceilingheight) #undef SLOPEPARAMS if ((backc1 <= frontf1 && backc2 <= frontf2) || (backf1 >= frontc1 && backf2 >= frontc2)) { goto clipsolid; } // Check for automap fix. Store in doorclosed for r_segs.c doorclosed = (backc1 <= backf1 && backc2 <= backf2 && ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture) && ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture) && (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum)); if (doorclosed) goto clipsolid; // Window. if (backc1 != frontc1 || backc2 != frontc2 || backf1 != frontf1 || backf2 != frontf2) { goto clippass; } } else #endif { if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight) { goto clipsolid; } // Check for automap fix. Store in doorclosed for r_segs.c doorclosed = R_DoorClosed(); if (doorclosed) goto clipsolid; // Window. if (backsector->ceilingheight != frontsector->ceilingheight || backsector->floorheight != frontsector->floorheight) { goto clippass; } } // Reject empty lines used for triggers and special events. // Identical floor and ceiling on both sides, identical light levels on both sides, // and no middle texture. if ( #ifdef POLYOBJECTS !line->polyseg && #endif backsector->ceilingpic == frontsector->ceilingpic && backsector->floorpic == frontsector->floorpic #ifdef ESLOPE && backsector->f_slope == frontsector->f_slope && backsector->c_slope == frontsector->c_slope #endif && backsector->lightlevel == frontsector->lightlevel && !curline->sidedef->midtexture // Check offsets too! && backsector->floor_xoffs == frontsector->floor_xoffs && backsector->floor_yoffs == frontsector->floor_yoffs && backsector->floorpic_angle == frontsector->floorpic_angle && backsector->ceiling_xoffs == frontsector->ceiling_xoffs && backsector->ceiling_yoffs == frontsector->ceiling_yoffs && backsector->ceilingpic_angle == frontsector->ceilingpic_angle // Consider altered lighting. && backsector->floorlightsec == frontsector->floorlightsec && backsector->ceilinglightsec == frontsector->ceilinglightsec // Consider colormaps && backsector->extra_colormap == frontsector->extra_colormap && ((!frontsector->ffloors && !backsector->ffloors) || frontsector->tag == backsector->tag)) { return; } clippass: R_ClipPassWallSegment(x1, x2 - 1); return; clipsolid: R_ClipSolidWallSegment(x1, x2 - 1); } // // R_CheckBBox // Checks BSP node/subtree bounding box. // Returns true if some part of the bbox might be visible. // // | 0 | 1 | 2 // --+---+---+--- // 0 | 0 | 1 | 2 // 1 | 4 | 5 | 6 // 2 | 8 | 9 | A INT32 checkcoord[12][4] = { {3, 0, 2, 1}, {3, 0, 2, 0}, {3, 1, 2, 0}, {0}, // UNUSED {2, 0, 2, 1}, {0}, // UNUSED {3, 1, 3, 0}, {0}, // UNUSED {2, 0, 3, 1}, {2, 1, 3, 1}, {2, 1, 3, 0} }; static boolean R_CheckBBox(fixed_t *bspcoord) { INT32 boxpos, sx1, sx2; fixed_t px1, py1, px2, py2; angle_t angle1, angle2, span, tspan; cliprange_t *start; // Find the corners of the box that define the edges from current viewpoint. if (viewx <= bspcoord[BOXLEFT]) boxpos = 0; else if (viewx < bspcoord[BOXRIGHT]) boxpos = 1; else boxpos = 2; if (viewy >= bspcoord[BOXTOP]) boxpos |= 0; else if (viewy > bspcoord[BOXBOTTOM]) boxpos |= 1<<2; else boxpos |= 2<<2; if (boxpos == 5) return true; px1 = bspcoord[checkcoord[boxpos][0]]; py1 = bspcoord[checkcoord[boxpos][1]]; px2 = bspcoord[checkcoord[boxpos][2]]; py2 = bspcoord[checkcoord[boxpos][3]]; // check clip list for an open space angle1 = R_PointToAngle2(viewx>>1, viewy>>1, px1>>1, py1>>1) - viewangle; angle2 = R_PointToAngle2(viewx>>1, viewy>>1, px2>>1, py2>>1) - viewangle; span = angle1 - angle2; // Sitting on a line? if (span >= ANGLE_180) return true; tspan = angle1 + clipangle; if (tspan > doubleclipangle) { tspan -= doubleclipangle; // Totally off the left edge? if (tspan >= span) return false; angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > doubleclipangle) { tspan -= doubleclipangle; // Totally off the left edge? if (tspan >= span) return false; angle2 = -(signed)clipangle; } // Find the first clippost that touches the source post (adjacent pixels are touching). angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; sx1 = viewangletox[angle1]; sx2 = viewangletox[angle2]; // Does not cross a pixel. if (sx1 == sx2) return false; sx2--; start = solidsegs; while (start->last < sx2) start++; if (sx1 >= start->first && sx2 <= start->last) return false; // The clippost contains the new span. return true; } #ifdef POLYOBJECTS size_t numpolys; // number of polyobjects in current subsector size_t num_po_ptrs; // number of polyobject pointers allocated polyobj_t **po_ptrs; // temp ptr array to sort polyobject pointers // // R_PolyobjCompare // // Callback for qsort that compares the z distance of two polyobjects. // Returns the difference such that the closer polyobject will be // sorted first. // static int R_PolyobjCompare(const void *p1, const void *p2) { const polyobj_t *po1 = *(const polyobj_t * const *)p1; const polyobj_t *po2 = *(const polyobj_t * const *)p2; return po1->zdist - po2->zdist; } // // R_SortPolyObjects // // haleyjd 03/03/06: Here's the REAL meat of Eternity's polyobject system. // Hexen just figured this was impossible, but as mentioned in polyobj.c, // it is perfectly doable within the confines of the BSP tree. Polyobjects // must be sorted to draw in DOOM's front-to-back order within individual // subsectors. This is a modified version of R_SortVisSprites. // void R_SortPolyObjects(subsector_t *sub) { if (numpolys) { polyobj_t *po; INT32 i = 0; // allocate twice the number needed to minimize allocations if (num_po_ptrs < numpolys*2) { // use free instead realloc since faster (thanks Lee ^_^) free(po_ptrs); po_ptrs = malloc((num_po_ptrs = numpolys*2) * sizeof(*po_ptrs)); } po = sub->polyList; while (po) { po->zdist = R_PointToDist2(viewx, viewy, po->centerPt.x, po->centerPt.y); po_ptrs[i++] = po; po = (polyobj_t *)(po->link.next); } // the polyobjects are NOT in any particular order, so use qsort // 03/10/06: only bother if there are actually polys to sort if (numpolys >= 2) { qsort(po_ptrs, numpolys, sizeof(polyobj_t *), R_PolyobjCompare); } } } // // R_PolysegCompare // // Callback for qsort to sort the segs of a polyobject. Returns such that the // closer one is sorted first. I sure hope this doesn't break anything. -Red // static int R_PolysegCompare(const void *p1, const void *p2) { const seg_t *seg1 = *(const seg_t * const *)p1; const seg_t *seg2 = *(const seg_t * const *)p2; fixed_t dist1v1, dist1v2, dist2v1, dist2v2; // TODO might be a better way to get distance? #define pdist(x, y) (FixedMul(R_PointToDist(x, y), FINECOSINE((R_PointToAngle(x, y)-viewangle)>>ANGLETOFINESHIFT))+0xFFFFFFF) #define vxdist(v) pdist(v->x, v->y) dist1v1 = vxdist(seg1->v1); dist1v2 = vxdist(seg1->v2); dist2v1 = vxdist(seg2->v1); dist2v2 = vxdist(seg2->v2); if (min(dist1v1, dist1v2) != min(dist2v1, dist2v2)) return min(dist1v1, dist1v2) - min(dist2v1, dist2v2); { // That didn't work, so now let's try this....... fixed_t delta1, delta2, x1, y1, x2, y2; vertex_t *near1, *near2, *far1, *far2; // wherever you are~ delta1 = R_PointToDist2(seg1->v1->x, seg1->v1->y, seg1->v2->x, seg1->v2->y); delta2 = R_PointToDist2(seg2->v1->x, seg2->v1->y, seg2->v2->x, seg2->v2->y); delta1 = FixedDiv(128<v1; far1 = seg1->v2; } else { near1 = seg1->v2; far1 = seg1->v1; } if (dist2v1 < dist2v2) { near2 = seg2->v1; far2 = seg2->v2; } else { near2 = seg2->v2; far2 = seg2->v1; } x1 = near1->x + FixedMul(far1->x-near1->x, delta1); y1 = near1->y + FixedMul(far1->y-near1->y, delta1); x2 = near2->x + FixedMul(far2->x-near2->x, delta2); y2 = near2->y + FixedMul(far2->y-near2->y, delta2); return pdist(x1, y1)-pdist(x2, y2); } #undef vxdist #undef pdist } // // R_AddPolyObjects // // haleyjd 02/19/06 // Adds all segs in all polyobjects in the given subsector. // static void R_AddPolyObjects(subsector_t *sub) { polyobj_t *po = sub->polyList; size_t i, j; numpolys = 0; // count polyobjects while (po) { ++numpolys; po = (polyobj_t *)(po->link.next); } // sort polyobjects R_SortPolyObjects(sub); // render polyobjects for (i = 0; i < numpolys; ++i) { qsort(po_ptrs[i]->segs, po_ptrs[i]->segCount, sizeof(seg_t *), R_PolysegCompare); for (j = 0; j < po_ptrs[i]->segCount; ++j) R_AddLine(po_ptrs[i]->segs[j]); } } #endif // // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // drawseg_t *firstseg; static void R_Subsector(size_t num, UINT8 ssplayer) { INT32 count, floorlightlevel, ceilinglightlevel, light; seg_t *line; subsector_t *sub; static sector_t tempsec; // Deep water hack extracolormap_t *floorcolormap; extracolormap_t *ceilingcolormap; fixed_t floorcenterz, ceilingcenterz; #ifdef RANGECHECK if (num >= numsubsectors) I_Error("R_Subsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors)); #endif // subsectors added at run-time if (num >= numsubsectors) return; sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[sub->firstline]; // Deep water/fake ceiling effect. frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); floorcolormap = ceilingcolormap = frontsector->extra_colormap; floorcenterz = #ifdef ESLOPE frontsector->f_slope ? P_GetZAt(frontsector->f_slope, frontsector->soundorg.x, frontsector->soundorg.y) : #endif frontsector->floorheight; ceilingcenterz = #ifdef ESLOPE frontsector->c_slope ? P_GetZAt(frontsector->c_slope, frontsector->soundorg.x, frontsector->soundorg.y) : #endif frontsector->ceilingheight; // Check and prep all 3D floors. Set the sector floor/ceiling light levels and colormaps. if (frontsector->ffloors) { if (frontsector->moved) { frontsector->numlights = sub->sector->numlights = 0; R_Prep3DFloors(frontsector); sub->sector->lightlist = frontsector->lightlist; sub->sector->numlights = frontsector->numlights; sub->sector->moved = frontsector->moved = false; } light = R_GetPlaneLight(frontsector, floorcenterz, false); if (frontsector->floorlightsec == -1) floorlightlevel = *frontsector->lightlist[light].lightlevel; floorcolormap = frontsector->lightlist[light].extra_colormap; light = R_GetPlaneLight(frontsector, ceilingcenterz, false); if (frontsector->ceilinglightsec == -1) ceilinglightlevel = *frontsector->lightlist[light].lightlevel; ceilingcolormap = frontsector->lightlist[light].extra_colormap; } sub->sector->extra_colormap = frontsector->extra_colormap; if ((( #ifdef ESLOPE frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) : #endif frontsector->floorheight) < viewz || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum))) { floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, floorlightlevel, frontsector->floor_xoffs, frontsector->floor_yoffs, frontsector->floorpic_angle, floorcolormap, NULL #ifdef POLYOBJECTS_PLANES , NULL #endif #ifdef ESLOPE , frontsector->f_slope #endif ); } else floorplane = NULL; if ((( #ifdef ESLOPE frontsector->c_slope ? P_GetZAt(frontsector->c_slope, viewx, viewy) : #endif frontsector->ceilingheight) > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum))) { ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle, ceilingcolormap, NULL #ifdef POLYOBJECTS_PLANES , NULL #endif #ifdef ESLOPE , frontsector->c_slope #endif ); } else ceilingplane = NULL; numffloors = 0; #ifdef ESLOPE ffloor[numffloors].slope = NULL; #endif ffloor[numffloors].plane = NULL; ffloor[numffloors].polyobj = NULL; if (frontsector->ffloors) { ffloor_t *rover; fixed_t heightcheck, planecenterz; for (rover = frontsector->ffloors; rover && numffloors < MAXFFLOORS; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue; if (frontsector->cullheight) { if (R_DoCulling(frontsector->cullheight, viewsector->cullheight, viewz, *rover->bottomheight, *rover->topheight)) { rover->norender = leveltime; continue; } } ffloor[numffloors].plane = NULL; ffloor[numffloors].polyobj = NULL; heightcheck = #ifdef ESLOPE *rover->b_slope ? P_GetZAt(*rover->b_slope, viewx, viewy) : #endif *rover->bottomheight; planecenterz = #ifdef ESLOPE *rover->b_slope ? P_GetZAt(*rover->b_slope, frontsector->soundorg.x, frontsector->soundorg.y) : #endif *rover->bottomheight; if (planecenterz <= ceilingcenterz && planecenterz >= floorcenterz && ((viewz < heightcheck && !(rover->flags & FF_INVERTPLANES)) || (viewz > heightcheck && (rover->flags & FF_BOTHPLANES)))) { light = R_GetPlaneLight(frontsector, planecenterz, viewz < heightcheck); ffloor[numffloors].plane = R_FindPlane(*rover->bottomheight, *rover->bottompic, *frontsector->lightlist[light].lightlevel, *rover->bottomxoffs, *rover->bottomyoffs, *rover->bottomangle, frontsector->lightlist[light].extra_colormap, rover #ifdef POLYOBJECTS_PLANES , NULL #endif #ifdef ESLOPE , *rover->b_slope #endif ); #ifdef ESLOPE ffloor[numffloors].slope = *rover->b_slope; // Tell the renderer this sector has slopes in it. if (ffloor[numffloors].slope) frontsector->hasslope = true; #endif ffloor[numffloors].height = heightcheck; ffloor[numffloors].ffloor = rover; numffloors++; } if (numffloors >= MAXFFLOORS) break; ffloor[numffloors].plane = NULL; ffloor[numffloors].polyobj = NULL; heightcheck = #ifdef ESLOPE *rover->t_slope ? P_GetZAt(*rover->t_slope, viewx, viewy) : #endif *rover->topheight; planecenterz = #ifdef ESLOPE *rover->t_slope ? P_GetZAt(*rover->t_slope, frontsector->soundorg.x, frontsector->soundorg.y) : #endif *rover->topheight; if (planecenterz >= floorcenterz && planecenterz <= ceilingcenterz && ((viewz > heightcheck && !(rover->flags & FF_INVERTPLANES)) || (viewz < heightcheck && (rover->flags & FF_BOTHPLANES)))) { light = R_GetPlaneLight(frontsector, planecenterz, viewz < heightcheck); ffloor[numffloors].plane = R_FindPlane(*rover->topheight, *rover->toppic, *frontsector->lightlist[light].lightlevel, *rover->topxoffs, *rover->topyoffs, *rover->topangle, frontsector->lightlist[light].extra_colormap, rover #ifdef POLYOBJECTS_PLANES , NULL #endif #ifdef ESLOPE , *rover->t_slope #endif ); #ifdef ESLOPE ffloor[numffloors].slope = *rover->t_slope; // Tell the renderer this sector has slopes in it. if (ffloor[numffloors].slope) frontsector->hasslope = true; #endif ffloor[numffloors].height = heightcheck; ffloor[numffloors].ffloor = rover; numffloors++; } } } #ifdef POLYOBJECTS_PLANES // Polyobjects have planes, too! if (sub->polyList) { polyobj_t *po = sub->polyList; sector_t *polysec; while (po) { if (numffloors >= MAXFFLOORS) break; if (!(po->flags & POF_RENDERPLANES)) // Don't draw planes { po = (polyobj_t *)(po->link.next); continue; } polysec = po->lines[0]->backsector; ffloor[numffloors].plane = NULL; if (polysec->floorheight <= ceilingcenterz && polysec->floorheight >= floorcenterz && (viewz < polysec->floorheight)) { fixed_t xoff, yoff; xoff = polysec->floor_xoffs; yoff = polysec->floor_yoffs; if (po->angle != 0) { angle_t fineshift = po->angle >> ANGLETOFINESHIFT; xoff -= FixedMul(FINECOSINE(fineshift), po->centerPt.x)+FixedMul(FINESINE(fineshift), po->centerPt.y); yoff -= FixedMul(FINESINE(fineshift), po->centerPt.x)-FixedMul(FINECOSINE(fineshift), po->centerPt.y); } else { xoff -= po->centerPt.x; yoff += po->centerPt.y; } light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight); light = 0; ffloor[numffloors].plane = R_FindPlane(polysec->floorheight, polysec->floorpic, polysec->lightlevel, xoff, yoff, polysec->floorpic_angle-po->angle, NULL, NULL #ifdef POLYOBJECTS_PLANES , po #endif #ifdef ESLOPE , NULL // will ffloors be slopable eventually? #endif ); ffloor[numffloors].height = polysec->floorheight; ffloor[numffloors].polyobj = po; #ifdef ESLOPE ffloor[numffloors].slope = NULL; #endif // ffloor[numffloors].ffloor = rover; po->visplane = ffloor[numffloors].plane; numffloors++; } if (numffloors >= MAXFFLOORS) break; ffloor[numffloors].plane = NULL; if (polysec->ceilingheight >= floorcenterz && polysec->ceilingheight <= ceilingcenterz && (viewz > polysec->ceilingheight)) { fixed_t xoff, yoff; xoff = polysec->ceiling_xoffs; yoff = polysec->ceiling_yoffs; if (po->angle != 0) { angle_t fineshift = po->angle >> ANGLETOFINESHIFT; xoff -= FixedMul(FINECOSINE(fineshift), po->centerPt.x)+FixedMul(FINESINE(fineshift), po->centerPt.y); yoff -= FixedMul(FINESINE(fineshift), po->centerPt.x)-FixedMul(FINECOSINE(fineshift), po->centerPt.y); } else { xoff -= po->centerPt.x; yoff += po->centerPt.y; } light = R_GetPlaneLight(frontsector, polysec->ceilingheight, viewz < polysec->ceilingheight); light = 0; ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic, polysec->lightlevel, xoff, yoff, polysec->ceilingpic_angle-po->angle, NULL, NULL #ifdef POLYOBJECTS_PLANES , po #endif #ifdef ESLOPE , NULL // will ffloors be slopable eventually? #endif ); ffloor[numffloors].polyobj = po; ffloor[numffloors].height = polysec->ceilingheight; #ifdef ESLOPE ffloor[numffloors].slope = NULL; #endif // ffloor[numffloors].ffloor = rover; po->visplane = ffloor[numffloors].plane; numffloors++; } po = (polyobj_t *)(po->link.next); } } #endif #ifdef FLOORSPLATS if (sub->splats) R_AddVisibleFloorSplats(sub); #endif // killough 9/18/98: Fix underwater slowdown, by passing real sector // instead of fake one. Improve sprite lighting by basing sprite // lightlevels on floor & ceiling lightlevels in the surrounding area. // // 10/98 killough: // // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! // That is part of the 242 effect!!! If you simply pass sub->sector to // the old code you will not get correct lighting for underwater sprites!!! // Either you must pass the fake sector and handle validcount here, on the // real sector, or you must account for the lighting in some other way, // like passing it as an argument. R_AddSprites(sub->sector, (floorlightlevel+ceilinglightlevel)/2, ssplayer); firstseg = NULL; #ifdef POLYOBJECTS // haleyjd 02/19/06: draw polyobjects before static lines if (sub->polyList) R_AddPolyObjects(sub); #endif while (count--) { // CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime); #ifdef POLYOBJECTS if (!line->polyseg) // ignore segs that belong to polyobjects #endif R_AddLine(line); line++; curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */ } } // // R_Prep3DFloors // // This function creates the lightlists that the given sector uses to light // floors/ceilings/walls according to the 3D floors. void R_Prep3DFloors(sector_t *sector) { ffloor_t *rover; ffloor_t *best; fixed_t bestheight, maxheight; INT32 count, i, mapnum; sector_t *sec; #ifdef ESLOPE pslope_t *bestslope = NULL; fixed_t heighttest; // I think it's better to check the Z height at the sector's center // than assume unsloped heights are accurate indicators of order in sloped sectors. -Red #endif count = 1; for (rover = sector->ffloors; rover; rover = rover->next) { if ((rover->flags & FF_EXISTS) && (!(rover->flags & FF_NOSHADE) || (rover->flags & FF_CUTLEVEL) || (rover->flags & FF_CUTSPRITES))) { count++; if (rover->flags & FF_DOUBLESHADOW) count++; } } if (count != sector->numlights) { Z_Free(sector->lightlist); sector->lightlist = Z_Calloc(sizeof (*sector->lightlist) * count, PU_LEVEL, NULL); sector->numlights = count; } else memset(sector->lightlist, 0, sizeof (lightlist_t) * count); #ifdef ESLOPE heighttest = sector->c_slope ? P_GetZAt(sector->c_slope, sector->soundorg.x, sector->soundorg.y) : sector->ceilingheight; sector->lightlist[0].height = heighttest + 1; sector->lightlist[0].slope = sector->c_slope; #else sector->lightlist[0].height = sector->ceilingheight + 1; #endif sector->lightlist[0].lightlevel = §or->lightlevel; sector->lightlist[0].caster = NULL; sector->lightlist[0].extra_colormap = sector->extra_colormap; sector->lightlist[0].flags = 0; maxheight = INT32_MAX; for (i = 1; i < count; i++) { bestheight = INT32_MAX * -1; best = NULL; for (rover = sector->ffloors; rover; rover = rover->next) { rover->lastlight = 0; if (!(rover->flags & FF_EXISTS) || (rover->flags & FF_NOSHADE && !(rover->flags & FF_CUTLEVEL) && !(rover->flags & FF_CUTSPRITES))) continue; #ifdef ESLOPE heighttest = *rover->t_slope ? P_GetZAt(*rover->t_slope, sector->soundorg.x, sector->soundorg.y) : *rover->topheight; if (heighttest > bestheight && heighttest < maxheight) { best = rover; bestheight = heighttest; bestslope = *rover->t_slope; continue; } if (rover->flags & FF_DOUBLESHADOW) { heighttest = *rover->b_slope ? P_GetZAt(*rover->b_slope, sector->soundorg.x, sector->soundorg.y) : *rover->bottomheight; if (heighttest > bestheight && heighttest < maxheight) { best = rover; bestheight = heighttest; bestslope = *rover->b_slope; continue; } } #else if (*rover->topheight > bestheight && *rover->topheight < maxheight) { best = rover; bestheight = *rover->topheight; continue; } if (rover->flags & FF_DOUBLESHADOW && *rover->bottomheight > bestheight && *rover->bottomheight < maxheight) { best = rover; bestheight = *rover->bottomheight; continue; } #endif } if (!best) { sector->numlights = i; return; } sector->lightlist[i].height = maxheight = bestheight; sector->lightlist[i].caster = best; sector->lightlist[i].flags = best->flags; #ifdef ESLOPE sector->lightlist[i].slope = bestslope; #endif sec = §ors[best->secnum]; mapnum = sec->midmap; if (mapnum >= 0 && (size_t)mapnum < num_extra_colormaps) sec->extra_colormap = &extra_colormaps[mapnum]; else sec->extra_colormap = NULL; if (best->flags & FF_NOSHADE) { sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel; sector->lightlist[i].extra_colormap = sector->lightlist[i-1].extra_colormap; } else if (best->flags & FF_COLORMAPONLY) { sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel; sector->lightlist[i].extra_colormap = sec->extra_colormap; } else { sector->lightlist[i].lightlevel = best->toplightlevel; sector->lightlist[i].extra_colormap = sec->extra_colormap; } if (best->flags & FF_DOUBLESHADOW) { #ifdef ESLOPE heighttest = *best->b_slope ? P_GetZAt(*best->b_slope, sector->soundorg.x, sector->soundorg.y) : *best->bottomheight; if (bestheight == heighttest) ///TODO: do this in a more efficient way -Red #else if (bestheight == *best->bottomheight) #endif { sector->lightlist[i].lightlevel = sector->lightlist[best->lastlight].lightlevel; sector->lightlist[i].extra_colormap = sector->lightlist[best->lastlight].extra_colormap; } else best->lastlight = i - 1; } } } INT32 R_GetPlaneLight(sector_t *sector, fixed_t planeheight, boolean underside) { INT32 i; if (!underside) { for (i = 1; i < sector->numlights; i++) if (sector->lightlist[i].height <= planeheight) return i - 1; return sector->numlights - 1; } for (i = 1; i < sector->numlights; i++) if (sector->lightlist[i].height < planeheight) return i - 1; return sector->numlights - 1; } // // RenderBSPNode // Renders all subsectors below a given node, // traversing subtree recursively. // Just call with BSP root. // // killough 5/2/98: reformatted, removed tail recursion void R_RenderBSPNode(INT32 bspnum, UINT8 ssplayer) { node_t *bsp; INT32 side; while (!(bspnum & NF_SUBSECTOR)) // Found a subsector? { bsp = &nodes[bspnum]; // Decide which side the view point is on. side = R_PointOnSide(viewx, viewy, bsp); // Recursively divide front space. R_RenderBSPNode(bsp->children[side], ssplayer); // Possibly divide back space. if (!R_CheckBBox(bsp->bbox[side^1])) return; bspnum = bsp->children[side^1]; } // PORTAL CULLING if (portalcullsector) { sector_t *sect = subsectors[bspnum & ~NF_SUBSECTOR].sector; if (sect != portalcullsector) return; portalcullsector = NULL; } R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR, ssplayer); }