mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 12:50:44 +00:00
8f354ad9c1
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
1319 lines
36 KiB
C
1319 lines
36 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_bsp.c
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/// \brief BSP traversal, handling of LineSegs for rendering
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#include "doomdef.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "r_state.h"
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#include "r_splats.h"
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#include "p_local.h" // camera
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#include "p_slopes.h"
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#include "z_zone.h" // Check R_Prep3DFloors
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seg_t *curline;
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side_t *sidedef;
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line_t *linedef;
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sector_t *frontsector;
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sector_t *backsector;
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boolean portalline; // is curline a portal seg?
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// very ugly realloc() of drawsegs at run-time, I upped it to 512
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// instead of 256.. and someone managed to send me a level with
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// 896 drawsegs! So too bad here's a limit removal a-la-Boom
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drawseg_t *drawsegs = NULL;
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drawseg_t *ds_p = NULL;
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// indicates doors closed wrt automap bugfix:
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INT32 doorclosed;
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boolean R_NoEncore(sector_t *sector, boolean ceiling)
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{
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boolean invertencore = (GETSECSPECIAL(sector->special, 2) == 15);
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#if 0 // perfect implementation
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INT32 val = GETSECSPECIAL(sector->special, 3);
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if (val != 1 && val != 3 // spring panel
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#else // optimised, see #define GETSECSPECIAL(i,j) ((i >> ((j-1)*4))&15)
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if ((!(sector->special & (1<<8)) || (sector->special & ((4|8)<<8))) // spring panel
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#endif
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&& GETSECSPECIAL(sector->special, 4) != 6) // sneaker panel
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return invertencore;
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if (invertencore)
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return false;
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if (ceiling)
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return ((boolean)(sector->flags & SF_FLIPSPECIAL_CEILING));
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return ((boolean)(sector->flags & SF_FLIPSPECIAL_FLOOR));
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}
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//
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// R_ClearDrawSegs
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//
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void R_ClearDrawSegs(void)
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{
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ds_p = drawsegs;
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}
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// Fix from boom.
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#define MAXSEGS (MAXVIDWIDTH/2+1)
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// newend is one past the last valid seg
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static cliprange_t *newend;
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static cliprange_t solidsegs[MAXSEGS];
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//
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// R_ClipSolidWallSegment
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// Does handle solid walls,
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// e.g. single sided LineDefs (middle texture)
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// that entirely block the view.
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//
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static void R_ClipSolidWallSegment(INT32 first, INT32 last)
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{
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cliprange_t *next;
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cliprange_t *start;
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// Find the first range that touches the range (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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if (last < start->first - 1)
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{
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// Post is entirely visible (above start), so insert a new clippost.
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R_StoreWallRange(first, last);
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next = newend;
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newend++;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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// Now adjust the clip size.
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start->first = first;
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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next = start;
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while (last >= (next+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(next->last + 1, (next+1)->first - 1);
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next++;
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if (last <= next->last)
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{
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// Bottom is contained in next.
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// Adjust the clip size.
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start->last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange(next->last + 1, last);
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// Adjust the clip size.
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start->last = last;
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// Remove start+1 to next from the clip list, because start now covers their area.
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crunch:
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if (next == start)
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return; // Post just extended past the bottom of one post.
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while (next++ != newend)
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*++start = *next; // Remove a post.
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newend = start + 1;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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}
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//
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// R_ClipPassWallSegment
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// Clips the given range of columns, but does not include it in the clip list.
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// Does handle windows, e.g. LineDefs with upper and lower texture.
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//
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static inline void R_ClipPassWallSegment(INT32 first, INT32 last)
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{
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cliprange_t *start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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if (last < start->first - 1)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange(first, last);
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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while (last >= (start+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(start->last + 1, (start+1)->first - 1);
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start++;
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if (last <= start->last)
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return;
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}
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// There is a fragment after *next.
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R_StoreWallRange(start->last + 1, last);
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs(void)
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{
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solidsegs[0].first = -0x7fffffff;
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solidsegs[0].last = -1;
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solidsegs[1].first = viewwidth;
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solidsegs[1].last = 0x7fffffff;
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newend = solidsegs + 2;
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}
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void R_PortalClearClipSegs(INT32 start, INT32 end)
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{
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solidsegs[0].first = -0x7fffffff;
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solidsegs[0].last = start-1;
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solidsegs[1].first = end;
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solidsegs[1].last = 0x7fffffff;
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newend = solidsegs + 2;
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}
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//
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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// the drawn floor and ceiling textures, and light level, with
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// the control sector's.
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//
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// Similar for ceiling, only reflected.
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//
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel,
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INT32 *ceilinglightlevel, boolean back)
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{
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INT32 mapnum = -1;
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if (floorlightlevel)
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*floorlightlevel = sec->floorlightsec == -1 ?
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sec->lightlevel : sectors[sec->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = sec->ceilinglightsec == -1 ?
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sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel;
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// If the sector has a midmap, it's probably from 280 type
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if (sec->midmap != -1)
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mapnum = sec->midmap;
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else if (sec->heightsec != -1)
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{
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const sector_t *s = §ors[sec->heightsec];
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mobj_t *viewmobj = viewplayer->mo;
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INT32 heightsec;
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boolean underwater;
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UINT8 i;
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for (i = 0; i <= splitscreen; i++)
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{
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if (viewplayer == &players[displayplayers[i]] && camera[i].chase)
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{
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heightsec = R_PointInSubsector(camera[i].x, camera[i].y)->sector->heightsec;
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break;
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}
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}
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if (i > splitscreen && viewmobj)
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heightsec = R_PointInSubsector(viewmobj->x, viewmobj->y)->sector->heightsec;
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else
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return sec;
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underwater = (heightsec != -1 && viewz <= sectors[heightsec].floorheight);
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// Replace sector being drawn, with a copy to be hacked
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*tempsec = *sec;
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// Replace floor and ceiling height with other sector's heights.
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tempsec->floorheight = s->floorheight;
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tempsec->ceilingheight = s->ceilingheight;
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mapnum = s->midmap;
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if ((underwater && (tempsec-> floorheight = sec->floorheight,
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tempsec->ceilingheight = s->floorheight - 1, !back)) || viewz <= s->floorheight)
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{ // head-below-floor hack
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tempsec->floorpic = s->floorpic;
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tempsec->floor_xoffs = s->floor_xoffs;
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tempsec->floor_yoffs = s->floor_yoffs;
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tempsec->floorpic_angle = s->floorpic_angle;
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if (underwater)
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{
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if (s->ceilingpic == skyflatnum)
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{
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tempsec->floorheight = tempsec->ceilingheight+1;
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tempsec->ceilingpic = tempsec->floorpic;
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tempsec->ceiling_xoffs = tempsec->floor_xoffs;
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tempsec->ceiling_yoffs = tempsec->floor_yoffs;
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tempsec->ceilingpic_angle = tempsec->floorpic_angle;
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}
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else
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{
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tempsec->ceilingpic = s->ceilingpic;
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tempsec->ceiling_xoffs = s->ceiling_xoffs;
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tempsec->ceiling_yoffs = s->ceiling_yoffs;
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tempsec->ceilingpic_angle = s->ceilingpic_angle;
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}
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mapnum = s->bottommap;
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}
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel)
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*floorlightlevel = s->floorlightsec == -1 ? s->lightlevel
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: sectors[s->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel
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: sectors[s->ceilinglightsec].lightlevel;
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}
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else if (heightsec != -1 && viewz >= sectors[heightsec].ceilingheight
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&& sec->ceilingheight > s->ceilingheight)
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{ // Above-ceiling hack
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tempsec->ceilingheight = s->ceilingheight;
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tempsec->floorheight = s->ceilingheight + 1;
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tempsec->floorpic = tempsec->ceilingpic = s->ceilingpic;
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tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs;
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tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs;
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tempsec->floorpic_angle = tempsec->ceilingpic_angle = s->ceilingpic_angle;
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mapnum = s->topmap;
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if (s->floorpic == skyflatnum) // SKYFIX?
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{
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tempsec->ceilingheight = tempsec->floorheight-1;
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tempsec->floorpic = tempsec->ceilingpic;
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tempsec->floor_xoffs = tempsec->ceiling_xoffs;
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tempsec->floor_yoffs = tempsec->ceiling_yoffs;
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tempsec->floorpic_angle = tempsec->ceilingpic_angle;
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}
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else
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{
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tempsec->ceilingheight = sec->ceilingheight;
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tempsec->floorpic = s->floorpic;
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tempsec->floor_xoffs = s->floor_xoffs;
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tempsec->floor_yoffs = s->floor_yoffs;
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tempsec->floorpic_angle = s->floorpic_angle;
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}
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel)
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*floorlightlevel = s->floorlightsec == -1 ? s->lightlevel :
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sectors[s->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
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sectors[s->ceilinglightsec].lightlevel;
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}
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sec = tempsec;
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}
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if (mapnum >= 0 && (size_t)mapnum < num_extra_colormaps)
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sec->extra_colormap = &extra_colormaps[mapnum];
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else
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sec->extra_colormap = NULL;
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return sec;
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}
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boolean R_IsEmptyLine(seg_t *line, sector_t *front, sector_t *back)
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{
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return (
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!line->polyseg &&
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back->ceilingpic == front->ceilingpic
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&& back->floorpic == front->floorpic
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&& back->f_slope == front->f_slope
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&& back->c_slope == front->c_slope
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&& back->lightlevel == front->lightlevel
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&& !line->sidedef->midtexture
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// Check offsets too!
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&& back->floor_xoffs == front->floor_xoffs
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&& back->floor_yoffs == front->floor_yoffs
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&& back->floorpic_angle == front->floorpic_angle
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&& back->ceiling_xoffs == front->ceiling_xoffs
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&& back->ceiling_yoffs == front->ceiling_yoffs
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&& back->ceilingpic_angle == front->ceilingpic_angle
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// Consider altered lighting.
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&& back->floorlightsec == front->floorlightsec
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&& back->ceilinglightsec == front->ceilinglightsec
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// Consider colormaps
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&& back->extra_colormap == front->extra_colormap
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&& ((!front->ffloors && !back->ffloors)
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|| front->tag == back->tag));
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}
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//
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// 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;
|
|
|
|
portalline = false;
|
|
|
|
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
|
|
return;
|
|
|
|
// big room fix
|
|
angle1 = R_PointToAngleEx(viewx, viewy, line->v1->x, line->v1->y);
|
|
angle2 = R_PointToAngleEx(viewx, viewy, line->v2->x, line->v2->y);
|
|
curline = line;
|
|
|
|
// 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.
|
|
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 (viewsector != backsector && viewsector != frontsector)
|
|
{
|
|
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
|
|
{
|
|
if (viewsector != backsector && viewsector != frontsector)
|
|
{
|
|
if (backsector->ceilingheight <= frontsector->floorheight
|
|
|| backsector->floorheight >= frontsector->ceilingheight)
|
|
{
|
|
goto clipsolid;
|
|
}
|
|
|
|
// Check for automap fix. Store in doorclosed for r_segs.c
|
|
doorclosed = (backsector->ceilingheight <= backsector->floorheight
|
|
&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
|
|
&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture)
|
|
&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum));
|
|
|
|
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 (R_IsEmptyLine(line, frontsector, backsector))
|
|
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(const fixed_t *bspcoord)
|
|
{
|
|
angle_t angle1, angle2;
|
|
INT32 sx1, sx2, boxpos;
|
|
const INT32* check;
|
|
cliprange_t *start;
|
|
|
|
// Find the corners of the box that define the edges from current viewpoint.
|
|
if ((boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT] ? 1 : 2) + (viewy >= bspcoord[BOXTOP] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8)) == 5)
|
|
return true;
|
|
|
|
check = checkcoord[boxpos];
|
|
|
|
// big room fix
|
|
angle1 = R_PointToAngleEx(viewx, viewy, bspcoord[check[0]], bspcoord[check[1]]) - viewangle;
|
|
angle2 = R_PointToAngleEx(viewx, viewy, bspcoord[check[2]], bspcoord[check[3]]) - viewangle;
|
|
|
|
if ((signed)angle1 < (signed)angle2)
|
|
{
|
|
if ((angle1 >= ANGLE_180) && (angle1 < ANGLE_270))
|
|
angle1 = ANGLE_180-1;
|
|
else
|
|
angle2 = ANGLE_180;
|
|
}
|
|
|
|
if ((signed)angle2 >= (signed)clipangle) return false;
|
|
if ((signed)angle1 <= -(signed)clipangle) return false;
|
|
if ((signed)angle1 >= (signed)clipangle) angle1 = clipangle;
|
|
if ((signed)angle2 <= -(signed)clipangle) angle2 = 0-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;
|
|
|
|
start = solidsegs;
|
|
while (start->last < sx2)
|
|
start++;
|
|
|
|
if (sx1 >= start->first && sx2 <= start->last)
|
|
return false; // The clippost contains the new span.
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
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<<FRACBITS, delta1);
|
|
delta2 = FixedDiv(128<<FRACBITS, delta2);
|
|
|
|
if (dist1v1 < dist1v2)
|
|
{
|
|
near1 = seg1->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]);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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)
|
|
{
|
|
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;
|
|
ffloor_t *rover;
|
|
|
|
#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 =
|
|
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, frontsector->soundorg.x, frontsector->soundorg.y) :
|
|
frontsector->floorheight;
|
|
|
|
ceilingcenterz =
|
|
frontsector->c_slope ? P_GetZAt(frontsector->c_slope, frontsector->soundorg.x, frontsector->soundorg.y) :
|
|
frontsector->ceilingheight;
|
|
|
|
// Check and prep all 3D floors. Set the sector floor/ceiling light levels and colormaps.
|
|
if (frontsector->ffloors)
|
|
{
|
|
boolean anyMoved = frontsector->moved;
|
|
|
|
if (anyMoved == false)
|
|
{
|
|
for (rover = frontsector->ffloors; rover; rover = rover->next)
|
|
{
|
|
sector_t *controlSec = §ors[rover->secnum];
|
|
|
|
if (controlSec->moved == true)
|
|
{
|
|
anyMoved = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (anyMoved == true)
|
|
{
|
|
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 (((
|
|
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) :
|
|
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
|
|
, NULL
|
|
, frontsector->f_slope
|
|
, R_NoEncore(frontsector, false));
|
|
}
|
|
else
|
|
floorplane = NULL;
|
|
|
|
if (((
|
|
frontsector->c_slope ? P_GetZAt(frontsector->c_slope, viewx, viewy) :
|
|
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
|
|
, NULL
|
|
, frontsector->c_slope
|
|
, R_NoEncore(frontsector, true));
|
|
}
|
|
else
|
|
ceilingplane = NULL;
|
|
|
|
numffloors = 0;
|
|
ffloor[numffloors].slope = NULL;
|
|
ffloor[numffloors].plane = NULL;
|
|
ffloor[numffloors].polyobj = NULL;
|
|
if (frontsector->ffloors)
|
|
{
|
|
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 =
|
|
*rover->b_slope ? P_GetZAt(*rover->b_slope, viewx, viewy) :
|
|
*rover->bottomheight;
|
|
|
|
planecenterz =
|
|
*rover->b_slope ? P_GetZAt(*rover->b_slope, frontsector->soundorg.x, frontsector->soundorg.y) :
|
|
*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
|
|
, NULL
|
|
, *rover->b_slope
|
|
, R_NoEncore(rover->master->frontsector, true));
|
|
|
|
ffloor[numffloors].slope = *rover->b_slope;
|
|
|
|
// Tell the renderer this sector has slopes in it.
|
|
if (ffloor[numffloors].slope)
|
|
frontsector->hasslope = true;
|
|
|
|
ffloor[numffloors].height = heightcheck;
|
|
ffloor[numffloors].ffloor = rover;
|
|
numffloors++;
|
|
}
|
|
if (numffloors >= MAXFFLOORS)
|
|
break;
|
|
ffloor[numffloors].plane = NULL;
|
|
ffloor[numffloors].polyobj = NULL;
|
|
|
|
heightcheck =
|
|
*rover->t_slope ? P_GetZAt(*rover->t_slope, viewx, viewy) :
|
|
*rover->topheight;
|
|
|
|
planecenterz =
|
|
*rover->t_slope ? P_GetZAt(*rover->t_slope, frontsector->soundorg.x, frontsector->soundorg.y) :
|
|
*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
|
|
, NULL
|
|
, *rover->t_slope
|
|
, R_NoEncore(rover->master->frontsector, false));
|
|
|
|
ffloor[numffloors].slope = *rover->t_slope;
|
|
|
|
// Tell the renderer this sector has slopes in it.
|
|
if (ffloor[numffloors].slope)
|
|
frontsector->hasslope = true;
|
|
|
|
ffloor[numffloors].height = heightcheck;
|
|
ffloor[numffloors].ffloor = rover;
|
|
numffloors++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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))
|
|
{
|
|
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
|
|
ffloor[numffloors].plane = R_FindPlane(polysec->floorheight, polysec->floorpic,
|
|
polysec->lightlevel, polysec->floor_xoffs, polysec->floor_yoffs,
|
|
polysec->floorpic_angle-po->angle,
|
|
NULL, NULL, po
|
|
, NULL // will ffloors be slopable eventually?
|
|
, R_NoEncore(polysec, false));
|
|
|
|
ffloor[numffloors].height = polysec->floorheight;
|
|
ffloor[numffloors].polyobj = po;
|
|
ffloor[numffloors].slope = NULL;
|
|
// 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))
|
|
{
|
|
light = R_GetPlaneLight(frontsector, polysec->ceilingheight, viewz < polysec->ceilingheight);
|
|
ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic,
|
|
polysec->lightlevel, polysec->ceiling_xoffs, polysec->ceiling_yoffs,
|
|
polysec->ceilingpic_angle-po->angle,
|
|
NULL, NULL, po
|
|
, NULL // will ffloors be slopable eventually?
|
|
, R_NoEncore(polysec, true));
|
|
|
|
ffloor[numffloors].polyobj = po;
|
|
ffloor[numffloors].height = polysec->ceilingheight;
|
|
ffloor[numffloors].slope = NULL;
|
|
// ffloor[numffloors].ffloor = rover;
|
|
po->visplane = ffloor[numffloors].plane;
|
|
numffloors++;
|
|
}
|
|
|
|
po = (polyobj_t *)(po->link.next);
|
|
}
|
|
}
|
|
|
|
#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);
|
|
|
|
firstseg = NULL;
|
|
|
|
// haleyjd 02/19/06: draw polyobjects before static lines
|
|
if (sub->polyList)
|
|
R_AddPolyObjects(sub);
|
|
|
|
while (count--)
|
|
{
|
|
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
|
|
if (!line->polyseg) // ignore segs that belong to polyobjects
|
|
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;
|
|
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
|
|
|
|
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);
|
|
|
|
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;
|
|
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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
if (!best)
|
|
{
|
|
sector->numlights = i;
|
|
return;
|
|
}
|
|
|
|
sector->lightlist[i].height = maxheight = bestheight;
|
|
sector->lightlist[i].caster = best;
|
|
sector->lightlist[i].flags = best->flags;
|
|
sector->lightlist[i].slope = bestslope;
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
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)
|
|
{
|
|
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]);
|
|
|
|
// 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);
|
|
}
|