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918 lines
20 KiB
C
918 lines
20 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1998-2001 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief special trick routines to make some SW tricks look OK with
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/// HW rendering. This includes:
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/// - deepwatereffect (e.g. tnt/map02)
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/// - invisible staircase (e.g. eternal/map02)
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/// - floating ceilings (e.g. eternal/map03)
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///
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/// It is not guaranteed that it looks identical to the SW mode,
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/// but it looks in most of the cases far better than having
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/// holes in the architecture, HOM, etc.
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///
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/// It fixes as well missing textures, which are replaced by either
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/// a default texture or the midtexture.
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///
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/// words of notice:
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/// pseudosectors, as mentioned in this file, are sectors where both
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/// sidedefs point to the same sector. This expression is also used
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/// for sectors which are enclosed by another sector but have no
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/// correct sidedefs at all
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///
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/// if a vertex is inside a poly is determined by the angles between
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/// this vertex and all angles on the linedefs (imagine walking along
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/// a circle always facing a certain point inside/outside the circle;
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/// if inside, angle have taken all values [0..pi), otherwise the
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/// range was < pi/2
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#include <math.h>
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#include "../doomdef.h"
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#include "../doomstat.h"
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#ifdef HWRENDER
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#include "hw_glob.h"
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#include "hw_dll.h"
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#include "../r_local.h"
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#include "../i_system.h"
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//
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// add a line to a sectors list of lines
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//
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static void addLineToChain(sector_t *sector, line_t *line)
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{
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linechain_t *thisElem = NULL, *nextElem;
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if (!sector)
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return;
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nextElem = sector->sectorLines;
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while (nextElem) // walk through chain
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{
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thisElem = nextElem;
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nextElem = thisElem->next;
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}
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// add a new element into the chain
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if (thisElem)
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{
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thisElem->next = malloc(sizeof (linechain_t));
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if (thisElem->next)
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{
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thisElem->next->line = line;
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thisElem->next->next = NULL;
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}
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else
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{
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I_Error("Out of memory in addLineToChain(.)\n");
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}
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}
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else // first element in chain
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{
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sector->sectorLines = malloc(sizeof (linechain_t));
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if (sector->sectorLines)
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{
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sector->sectorLines->line = line;
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sector->sectorLines->next = NULL;
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}
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else
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{
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I_Error("Out of memory in addLineToChain(.)\n");
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}
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}
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}
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//
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// We dont want a memory hole, do we?;-)
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//
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static void releaseLineChains(void)
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{
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linechain_t *thisElem, *nextElem;
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sector_t *sector;
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size_t i;
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for (i = 0; i < numsectors; i++)
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{
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sector = §ors[i];
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nextElem = sector->sectorLines;
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while (nextElem)
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{
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thisElem = nextElem;
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nextElem = thisElem->next;
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free(thisElem);
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}
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sector->sectorLines = NULL;
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}
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}
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//
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// check if a pseudo sector is valid by checking all its linedefs
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//
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static boolean isPSectorValid(sector_t *sector)
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{
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linechain_t *thisElem, *nextElem;
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if (!sector->pseudoSector) // check only pseudosectors, others dont care
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{
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#ifdef PARANOIA
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CONS_Debug(DBG_RENDER, "Alert! non-pseudosector fed to isPSectorClosed()\n");
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#endif
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return false;
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}
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nextElem = sector->sectorLines;
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while (nextElem)
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{
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thisElem = nextElem;
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nextElem = thisElem->next;
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if (thisElem->line->frontsector != thisElem->line->backsector)
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return false;
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}
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return true;
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}
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//
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// angles are always phiMax-phiMin [0...2\pi)
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//
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FUNCMATH static double phiDiff(double phiMin, double phiMax)
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{
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double result;
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result = phiMax-phiMin;
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if (result < 0.0l)
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result += 2.0l*M_PIl;
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return result;
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}
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//
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// sort phi's so that enclosed angle < \pi
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//
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static void sortPhi(double phi1, double phi2, double *phiMin, double *phiMax)
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{
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if (phiDiff(phi1, phi2) < M_PIl)
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{
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*phiMin = phi1;
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*phiMax = phi2;
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}
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else
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{
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*phiMin = phi2;
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*phiMax = phi1;
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}
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}
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//
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// return if angle(phi1, phi2) is bigger than \pi
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// if so, the vertex lies inside the poly
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//
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FUNCMATH static boolean biggerThanPi(double phi1, double phi2)
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{
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if (phiDiff(phi1, phi2) > M_PIl)
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return true;
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return false;
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}
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#define DELTAPHI (M_PIl/100.0l) // some small phi << \pi
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//
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// calculate bounds for minimum angle
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//
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static void phiBounds(double phi1, double phi2, double *phiMin, double *phiMax)
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{
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double phi1Tmp, phi2Tmp;
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double psi1, psi2, psi3, psi4, psi5, psi6, psi7; // for optimization
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sortPhi(phi1, phi2, &phi1Tmp, &phi2Tmp);
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phi1 = phi1Tmp;
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phi2 = phi2Tmp;
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// check start condition
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if (*phiMin > M_PIl || *phiMax > M_PIl)
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{
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*phiMin = phi1;
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*phiMax = phi2;
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return;
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}
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// 6 cases:
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// new angles inbetween phiMin, phiMax -> forget it
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// new angles enclose phiMin -> set phiMin
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// new angles enclose phiMax -> set phiMax
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// new angles completely outside phiMin, phiMax -> leave largest area free
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// new angles close the range completely!
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// new angles enlarges range on both sides
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psi1 = phiDiff(*phiMin, phi1);
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psi2 = phiDiff(*phiMin, phi2);
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psi3 = phiDiff(*phiMax, phi1);
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psi4 = phiDiff(*phiMax, phi2);
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psi5 = phiDiff(*phiMin, *phiMax);
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psi6 = (double)(2.0l*M_PIl - psi5); // phiDiff(*phiMax, *phiMin);
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psi7 = (double)(2.0l*M_PIl - psi2); // phiDiff(phi2, *phiMin);
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// case 1 & 5!
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if ((psi1 <= psi5) && (psi2 <= psi5))
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{
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if (psi1 <= psi2) // case 1
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{
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return;
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}
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else // case 5
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{
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// create some artificial interval here not to get into numerical trouble
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// in fact we know now the sector is completely enclosed -> base for computational optimization
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*phiMax = 0.0l;
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*phiMin = DELTAPHI;
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return;
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}
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}
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// case 2
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if ((psi1 >= psi5) && (psi2 <= psi5))
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{
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*phiMin = phi1;
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return;
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}
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// case 3
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if ((psi3 >= psi6) && (psi4 <= psi6))
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{
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*phiMax = phi2;
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return;
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}
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// case 4 & 6
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#ifdef PARANOIA
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if ((psi3 <= psi6) && (psi4 <= psi6)) // FIXME: isn't this case implicitly true anyway??
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#endif
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{
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if (psi3 <= psi4) //case 4
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{
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if (psi3 >= psi7)
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{
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*phiMin = phi1;
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return;
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}
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else
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{
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*phiMax = phi2;
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return;
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}
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}
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else // case 6
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{
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*phiMin = phi1;
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*phiMax = phi2;
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return;
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}
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}
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#ifdef PARANOIA
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CONS_Debug(DBG_RENDER, "phiMin = %f, phiMax = %f, phi1 = %f, phi2 = %f\n", *phiMin, *phiMax, phi1, phi2);
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I_Error("phiBounds() out of range!\n");
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#endif
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}
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//
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// Check if a vertex lies inside a sector
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// This works for "well-behaved" convex polygons
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// If we need it mathematically correct, we need to sort the
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// linedefs first so we have them in a row, then walk along the linedefs,
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// but this is a bit overdone
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//
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static inline boolean isVertexInside(vertex_t *vertex, sector_t *sector)
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{
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double xa, ya, xe, ye;
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linechain_t *chain;
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double phiMin, phiMax;
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double phi1, phi2;
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chain = sector->sectorLines;
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phiMin = phiMax = 10.0l*M_PIl; // some value > \pi
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while (chain)
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{
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// start and end vertex
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xa = (double)chain->line->v1->x - (double)vertex->x;
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ya = (double)chain->line->v1->y - (double)vertex->y;
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xe = (double)chain->line->v2->x - (double)vertex->x;
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ye = (double)chain->line->v2->y - (double)vertex->y;
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// angle phi of connection between the vertices and the x-axis
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phi1 = atan2(ya, xa);
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phi2 = atan2(ye, xe);
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// if we have just started, we can have to create start bounds for phi
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phiBounds(phi1, phi2, &phiMin, &phiMax);
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chain = chain->next;
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}
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return biggerThanPi(phiMin, phiMax);
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}
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#define MAXSTACK 256 // Not more than 256 polys in each other?
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//
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// generate a list of sectors which enclose the given sector
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//
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static void generateStacklist(sector_t *thisSector)
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{
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size_t i, stackCnt = 0;
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sector_t *locStacklist[MAXSTACK];
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sector_t *checkSector;
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for (i = 0; i < numsectors; i++)
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{
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checkSector = §ors[i];
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if (checkSector == thisSector) // dont check self
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continue;
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// buggy sector?
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if (!thisSector->sectorLines)
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continue;
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// check if an arbitrary vertex of thisSector lies inside the checkSector
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if (isVertexInside(thisSector->sectorLines->line->v1, checkSector))
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{
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// if so, the thisSector lies inside the checkSector
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locStacklist[stackCnt] = checkSector;
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stackCnt++;
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if (MAXSTACK-1 == stackCnt) // beware of the SIGSEGV! and consider terminating NULL!
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break;
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}
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}
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thisSector->stackList = malloc(sizeof (sector_t *) * (stackCnt+1));
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if (NULL == thisSector->stackList)
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{
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I_Error("Out of memory error in generateStacklist()");
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}
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locStacklist[stackCnt] = NULL; // terminating NULL
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memcpy(thisSector->stackList, locStacklist, sizeof (sector_t *) * (stackCnt+1));
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}
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//
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// Bubble sort the stacklist with rising lineoutlengths
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//
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static void sortStacklist(sector_t *sector)
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{
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sector_t **list;
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sector_t *sec1, *sec2;
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boolean finished;
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size_t i;
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list = sector->stackList;
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finished = false;
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if (!*list)
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return; // nothing to sort
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while (!finished)
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{
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i = 0;
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finished = true;
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while (*(list+i+1))
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{
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sec1 = *(list+i);
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sec2 = *(list+i+1);
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if (sec1->lineoutLength > sec2->lineoutLength)
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{
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*(list+i) = sec2;
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*(list+i+1) = sec1;
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finished = false;
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}
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i++;
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}
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}
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}
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//
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// length of a line in euclidian sense
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//
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static double lineLength(line_t *line)
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{
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double dx, dy, length;
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dx = (double) line->v1->x - (double) line->v2->x;
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dy = (double) line->v1->y - (double) line->v2->y;
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length = hypot(dx, dy);
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return length;
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}
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//
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// length of the sector lineout
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//
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static double calcLineoutLength(sector_t *sector)
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{
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linechain_t *chain;
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double length = 0.0L;
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chain = sector->sectorLines;
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while (chain) // sum up lengths of all lines
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{
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length += lineLength(chain->line);
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chain = chain->next;
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}
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return length;
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}
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//
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// Calculate length of the sectors lineout
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//
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static void calcLineouts(sector_t *sector)
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{
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size_t secCount = 0;
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sector_t *encSector = *(sector->stackList);
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while (encSector)
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{
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if (encSector->lineoutLength < 0.0L) // if length has not yet been calculated
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{
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encSector->lineoutLength = calcLineoutLength(encSector);
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}
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secCount++;
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encSector = *((sector->stackList) + secCount);
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}
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}
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//
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// Free Stacklists of all sectors
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//
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static void freeStacklists(void)
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{
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size_t i;
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for (i = 0; i < numsectors; i++)
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{
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if (sectors[i].stackList)
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{
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free(sectors[i].stackList);
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sectors[i].stackList = NULL;
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}
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}
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}
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//
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// if more than half of the toptextures are missing
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//
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static boolean areToptexturesMissing(sector_t *thisSector)
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{
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linechain_t *thisElem, *nextElem = thisSector->sectorLines;
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sector_t *frontSector, *backSector;
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size_t nomiss = 0;
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side_t *sidel, *sider;
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while (nextElem) // walk through chain
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{
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thisElem = nextElem;
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nextElem = thisElem->next;
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frontSector = thisElem->line->frontsector;
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backSector = thisElem->line->backsector;
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if (frontSector == backSector) // skip damn renderer tricks here
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continue;
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if (!frontSector || !backSector)
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continue;
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sider = &sides[thisElem->line->sidenum[0]];
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sidel = &sides[thisElem->line->sidenum[1]];
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if (backSector->ceilingheight < frontSector->ceilingheight)
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{
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if (sider->toptexture != 0)
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{
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nomiss++;
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break; // we can stop here if decision criterium is ==0
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}
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}
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else if (backSector->ceilingheight > frontSector->ceilingheight)
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{
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if (sidel->toptexture != 0)
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{
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nomiss++;
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break; // we can stop here if decision criterium is ==0
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}
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}
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}
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return nomiss == 0;
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}
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//
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// are more textures missing than present?
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//
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static boolean areBottomtexturesMissing(sector_t *thisSector)
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{
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linechain_t *thisElem, *nextElem = thisSector->sectorLines;
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sector_t *frontSector, *backSector;
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size_t nomiss = 0;
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side_t *sidel, *sider;
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while (nextElem) // walk through chain
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{
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thisElem = nextElem;
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nextElem = thisElem->next;
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frontSector = thisElem->line->frontsector;
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backSector = thisElem->line->backsector;
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if (frontSector == backSector) // skip damn renderer tricks here
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continue;
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if (!frontSector || !backSector)
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continue;
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sider = &sides[thisElem->line->sidenum[0]];
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sidel = &sides[thisElem->line->sidenum[1]];
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if (backSector->floorheight > frontSector->floorheight)
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{
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if (sider->bottomtexture != 0)
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{
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nomiss++;
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break; // we can stop here if decision criterium is ==0
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}
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}
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else if (backSector->floorheight < frontSector->floorheight)
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{
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if (sidel->bottomtexture != 0)
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|
{
|
|
nomiss++;
|
|
break; // we can stop here if decision criterium is ==0
|
|
}
|
|
}
|
|
}
|
|
|
|
// return missing >= nomiss;
|
|
return nomiss == 0;
|
|
}
|
|
|
|
//
|
|
// check if no adjacent sector has same ceiling height
|
|
//
|
|
static boolean isCeilingFloating(sector_t *thisSector)
|
|
{
|
|
sector_t *adjSector, *refSector = NULL, *frontSector, *backSector;
|
|
linechain_t *thisElem, *nextElem;
|
|
|
|
if (!thisSector)
|
|
return false;
|
|
|
|
nextElem = thisSector->sectorLines;
|
|
|
|
while (nextElem) // walk through chain
|
|
{
|
|
thisElem = nextElem;
|
|
nextElem = thisElem->next;
|
|
|
|
frontSector = thisElem->line->frontsector;
|
|
backSector = thisElem->line->backsector;
|
|
|
|
if (frontSector == thisSector)
|
|
adjSector = backSector;
|
|
else
|
|
adjSector = frontSector;
|
|
|
|
if (!adjSector) // assume floating sectors have surrounding sectors
|
|
return false;
|
|
|
|
#ifdef ESLOPE
|
|
if (adjSector->c_slope) // Don't bother with slopes
|
|
return false;
|
|
#endif
|
|
|
|
if (!refSector)
|
|
{
|
|
refSector = adjSector;
|
|
continue;
|
|
}
|
|
|
|
// if adjacent sector has same height or more than one adjacent sector exists -> stop
|
|
if (thisSector->ceilingheight == adjSector->ceilingheight || refSector != adjSector)
|
|
return false;
|
|
}
|
|
|
|
// now check for walltextures
|
|
if (!areToptexturesMissing(thisSector))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// check if no adjacent sector has same ceiling height
|
|
// FIXME: throw that together with isCeilingFloating??
|
|
//
|
|
static boolean isFloorFloating(sector_t *thisSector)
|
|
{
|
|
sector_t *adjSector, *refSector = NULL, *frontSector, *backSector;
|
|
linechain_t *thisElem, *nextElem;
|
|
|
|
if (!thisSector)
|
|
return false;
|
|
|
|
nextElem = thisSector->sectorLines;
|
|
|
|
while (nextElem) // walk through chain
|
|
{
|
|
thisElem = nextElem;
|
|
nextElem = thisElem->next;
|
|
|
|
frontSector = thisElem->line->frontsector;
|
|
backSector = thisElem->line->backsector;
|
|
|
|
if (frontSector == thisSector)
|
|
adjSector = backSector;
|
|
else
|
|
adjSector = frontSector;
|
|
|
|
if (!adjSector) // assume floating sectors have surrounding sectors
|
|
return false;
|
|
|
|
#ifdef ESLOPE
|
|
if (adjSector->f_slope) // Don't bother with slopes
|
|
return false;
|
|
#endif
|
|
|
|
if (!refSector)
|
|
{
|
|
refSector = adjSector;
|
|
continue;
|
|
}
|
|
|
|
// if adjacent sector has same height or more than one adjacent sector exists -> stop
|
|
if (thisSector->floorheight == adjSector->floorheight || refSector != adjSector)
|
|
return false;
|
|
}
|
|
|
|
// now check for walltextures
|
|
if (!areBottomtexturesMissing(thisSector))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// estimate ceilingheight according to height of adjacent sector
|
|
//
|
|
static fixed_t estimateCeilHeight(sector_t *thisSector)
|
|
{
|
|
sector_t *adjSector;
|
|
|
|
if (!thisSector || !thisSector->sectorLines || !thisSector->sectorLines->line)
|
|
return 0;
|
|
|
|
adjSector = thisSector->sectorLines->line->frontsector;
|
|
if (adjSector == thisSector)
|
|
adjSector = thisSector->sectorLines->line->backsector;
|
|
|
|
if (!adjSector)
|
|
return 0;
|
|
|
|
return adjSector->ceilingheight;
|
|
}
|
|
|
|
//
|
|
// estimate ceilingheight according to height of adjacent sector
|
|
//
|
|
static fixed_t estimateFloorHeight(sector_t *thisSector)
|
|
{
|
|
sector_t *adjSector;
|
|
|
|
if (!thisSector || !thisSector->sectorLines || !thisSector->sectorLines->line)
|
|
return 0;
|
|
|
|
adjSector = thisSector->sectorLines->line->frontsector;
|
|
if (adjSector == thisSector)
|
|
adjSector = thisSector->sectorLines->line->backsector;
|
|
|
|
if (!adjSector)
|
|
return 0;
|
|
|
|
return adjSector->floorheight;
|
|
}
|
|
|
|
#define CORRECT_FLOAT_EXPERIMENTAL
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Some levels have missing sidedefs, which produces HOM, so lets try to compensate for that
|
|
// and some levels have deep water trick, invisible staircases etc.
|
|
// --------------------------------------------------------------------------
|
|
// FIXME: put some nice default texture in legacy.dat and use it
|
|
void HWR_CorrectSWTricks(void)
|
|
{
|
|
size_t i;
|
|
size_t k;
|
|
line_t *ld;
|
|
side_t *sidel = NULL, *sider;
|
|
sector_t *secl, *secr;
|
|
sector_t **sectorList;
|
|
sector_t *outSector;
|
|
|
|
if ((0 == cv_grcorrecttricks.value))
|
|
return;
|
|
|
|
// determine lines for sectors
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
ld = &lines[i];
|
|
secr = ld->frontsector;
|
|
secl = ld->backsector;
|
|
|
|
if (secr == secl)
|
|
{
|
|
secr->pseudoSector = true; // special renderer trick?
|
|
addLineToChain(secr, ld);
|
|
}
|
|
else
|
|
{
|
|
addLineToChain(secr, ld);
|
|
addLineToChain(secl, ld);
|
|
}
|
|
}
|
|
|
|
// preprocessing
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
sector_t *checkSector;
|
|
|
|
checkSector = §ors[i];
|
|
|
|
// identify real pseudosectors first
|
|
if (checkSector->pseudoSector)
|
|
{
|
|
if (!isPSectorValid(checkSector)) // drop invalid pseudo sectors
|
|
{
|
|
checkSector->pseudoSector = false;
|
|
}
|
|
}
|
|
|
|
// determine enclosing sectors for pseudosectors ... used later
|
|
if (checkSector->pseudoSector)
|
|
{
|
|
generateStacklist(checkSector);
|
|
calcLineouts(checkSector);
|
|
sortStacklist(checkSector);
|
|
}
|
|
}
|
|
|
|
// set virtual floor heights for pseudo sectors
|
|
// required for deep water effect e.g.
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
if (sectors[i].pseudoSector)
|
|
{
|
|
sectorList = sectors[i].stackList;
|
|
k = 0;
|
|
while (*(sectorList+k))
|
|
{
|
|
outSector = *(sectorList+k);
|
|
if (!outSector->pseudoSector)
|
|
{
|
|
sectors[i].virtualFloorheight = outSector->floorheight;
|
|
sectors[i].virtualCeilingheight = outSector->ceilingheight;
|
|
break;
|
|
}
|
|
k++;
|
|
}
|
|
if (*(sectorList+k) == NULL) // sorry, did not work :(
|
|
{
|
|
sectors[i].virtualFloorheight = sectors[i].floorheight;
|
|
sectors[i].virtualCeilingheight = sectors[i].ceilingheight;
|
|
}
|
|
}
|
|
}
|
|
#ifdef CORRECT_FLOAT_EXPERIMENTAL
|
|
// correct ceiling/floor heights of totally floating sectors
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
sector_t *floatSector;
|
|
|
|
floatSector = §ors[i];
|
|
|
|
// correct height of floating sectors
|
|
if (isCeilingFloating(floatSector))
|
|
{
|
|
floatSector->virtualCeilingheight = estimateCeilHeight(floatSector);
|
|
floatSector->virtualCeiling = true;
|
|
}
|
|
if (isFloorFloating(floatSector))
|
|
{
|
|
floatSector->virtualFloorheight = estimateFloorHeight(floatSector);
|
|
floatSector->virtualFloor = true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// now for the missing textures
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
ld = &lines[i];
|
|
sider = &sides[ld->sidenum[0]];
|
|
if (ld->sidenum[1] != 0xffff)
|
|
sidel = &sides[ld->sidenum[1]];
|
|
|
|
secr = ld->frontsector;
|
|
secl = ld->backsector;
|
|
|
|
if (secr == secl) // special renderer trick
|
|
continue; // we cant correct missing textures here
|
|
|
|
if (secl) // only if there is a backsector
|
|
{
|
|
if (secr->pseudoSector || secl->pseudoSector)
|
|
continue;
|
|
if (!secr->virtualFloor && !secl->virtualFloor)
|
|
{
|
|
if (secl->floorheight > secr->floorheight)
|
|
{
|
|
// now check if r-sidedef is correct
|
|
if (sider->bottomtexture == 0)
|
|
{
|
|
if (sider->midtexture == 0)
|
|
sider->bottomtexture = 0; // Tails // More redwall sky shenanigans
|
|
else
|
|
sider->bottomtexture = sider->midtexture;
|
|
}
|
|
}
|
|
else if (secl->floorheight < secr->floorheight)
|
|
{
|
|
// now check if l-sidedef is correct
|
|
if (sidel->bottomtexture == 0)
|
|
{
|
|
if (sidel->midtexture == 0)
|
|
sidel->bottomtexture = 0; // Tails // More redwall sky shenanigans
|
|
else
|
|
sidel->bottomtexture = sidel->midtexture;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!secr->virtualCeiling && !secl->virtualCeiling)
|
|
{
|
|
if (secl->ceilingheight < secr->ceilingheight)
|
|
{
|
|
// now check if r-sidedef is correct
|
|
if (sider->toptexture == 0)
|
|
{
|
|
if (sider->midtexture == 0)
|
|
sider->toptexture = 0; // Tails // When this was REDWALL it was causing issues in the sky sometimes
|
|
else
|
|
sider->toptexture = sider->midtexture;
|
|
}
|
|
}
|
|
else if (secl->ceilingheight > secr->ceilingheight)
|
|
{
|
|
// now check if l-sidedef is correct
|
|
if (sidel->toptexture == 0)
|
|
{
|
|
if (sidel->midtexture == 0)
|
|
sidel->toptexture = 0; // Tails // When this was REDWALL it was causing issues in the sky sometimes
|
|
else
|
|
sidel->toptexture = sidel->midtexture;
|
|
}
|
|
}
|
|
}
|
|
} // if (NULL != secl)
|
|
} // for (i = 0; i < numlines; i++)
|
|
|
|
// release all linechains
|
|
releaseLineChains();
|
|
freeStacklists();
|
|
}
|
|
|
|
#endif // HWRENDER
|