Begin work on OGL slope support

unfinished
This commit is contained in:
yellowtd 2016-01-16 23:10:38 -05:00 committed by RedEnchilada
parent 732c1a87f1
commit 24da82f026

View file

@ -39,7 +39,9 @@
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#ifdef ESLOPE
#include "../p_slopes.h"
#endif
#include "hw_md2.h"
#define R_FAKEFLOORS
@ -535,6 +537,9 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
#ifdef ESLOPE
pslope_t *slope = NULL;
#endif
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
@ -543,6 +548,30 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
if (!xsub->planepoly)
return;
#ifdef ESLOPE
// Get the slope pointer to simplify future code
if (sector)
{
// Yes this fixedheight check is needed again here
if (sector->f_slope && sector->floorheight == fixedheight)
slope = sector->f_slope;
else if (sector->c_slope && sector->ceilingheight == fixedheight)
slope = sector->c_slope;
}
else if (FOFsector)
{
// Yes this fixedheight check is needed again here
if (FOFsector->f_slope && FOFsector->floorheight == fixedheight)
slope = FOFsector->f_slope;
else if (FOFsector->c_slope && FOFsector->ceilingheight == fixedheight)
slope = FOFsector->c_slope;
}
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetZAt(slope, viewx, viewy);
#endif
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
@ -608,7 +637,12 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
if (FOFsector != NULL)
{
#ifdef ESLOPE
if ((slope && slope == FOFsector->f_slope)
|| fixedheight == FOFsector->floorheight) // it's a floor
#else
if (fixedheight == FOFsector->floorheight) // it's a floor
#endif
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
@ -678,24 +712,13 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef SLOPENESS
if (sector && sector->special == 65535)
{
size_t q;
for (q = 0; q < sector->linecount; q++)
{
if (v3d->x == sector->lines[q]->v1->x>>FRACBITS)
{
if (v3d->z == sector->lines[q]->v1->y>>FRACBITS)
{
v3d->y += sector->lines[q]->v1->z>>FRACBITS;
break;
}
}
}
}
#else
(void)sector;
#ifdef ESLOPE
if (slope)
{
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
v3d->y = FIXED_TO_FLOAT(fixedheight);
}
#endif
}
@ -714,6 +737,11 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
{
sector_t *psector = gr_frontsector;
#ifdef ESLOPE
if (slope)
fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y);
#endif
if (psector->ffloors)
{
ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster;
@ -1321,6 +1349,11 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
fixed_t worldtop, worldbottom;
fixed_t worldhigh = 0, worldlow = 0;
#ifdef ESLOPE
fixed_t worldtopslope, worldbottomslope;
fixed_t worldhighslope = 0, worldlowslope = 0;
fixed_t v1x, v1y, v2x, v2y;
#endif
GLTexture_t *grTex = NULL;
float cliplow = 0.0f, cliphigh = 0.0f;
@ -1337,22 +1370,56 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
gr_sidedef = gr_curline->sidedef;
gr_linedef = gr_curline->linedef;
if (gr_frontsector->heightsec != -1)
{
worldtop = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = sectors[gr_frontsector->heightsec].floorheight;
}
else
{
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
}
vs.x = ((polyvertex_t *)gr_curline->v1)->x;
vs.y = ((polyvertex_t *)gr_curline->v1)->y;
ve.x = ((polyvertex_t *)gr_curline->v2)->x;
ve.y = ((polyvertex_t *)gr_curline->v2)->y;
#ifdef ESLOPE
v1x = FLOAT_TO_FIXED(vs.x);
v1y = FLOAT_TO_FIXED(vs.y);
v2x = FLOAT_TO_FIXED(ve.x);
v2y = FLOAT_TO_FIXED(ve.y);
#endif
if (gr_frontsector->heightsec != -1)
{
#ifdef ESLOPE
worldtop = worldtopslope = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = worldbottomslope = sectors[gr_frontsector->heightsec].floorheight;
#else
worldtop = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = sectors[gr_frontsector->heightsec].floorheight;
#endif
}
else
{
#ifdef ESLOPE
if (gr_frontsector->c_slope)
{
worldtop = P_GetZAt(gr_frontsector->c_slope, v1x, v1y);
worldtopslope = P_GetZAt(gr_frontsector->c_slope, v2x, v2y);
}
else
{
worldtop = worldtopslope = gr_frontsector->ceilingheight;
}
if (gr_frontsector->f_slope)
{
worldbottom = P_GetZAt(gr_frontsector->f_slope, v1x, v1y);
worldbottomslope = P_GetZAt(gr_frontsector->f_slope, v2x, v2y);
}
else
{
worldbottom = worldbottomslope = gr_frontsector->floorheight;
}
#else
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
#endif
}
// remember vertices ordering
// 3--2
// | /|
@ -1396,13 +1463,40 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// two sided line
if (gr_backsector->heightsec != -1)
{
#ifdef ESLOPE
worldhigh = worldhighslope = sectors[gr_backsector->heightsec].ceilingheight;
worldlow = worldlowslope = sectors[gr_backsector->heightsec].floorheight;
#else
worldhigh = sectors[gr_backsector->heightsec].ceilingheight;
worldlow = sectors[gr_backsector->heightsec].floorheight;
#endif
}
else
{
#ifdef ESLOPE
if (gr_backsector->c_slope)
{
worldhigh = P_GetZAt(gr_backsector->c_slope, v1x, v1y);
worldhighslope = P_GetZAt(gr_backsector->c_slope, v2x, v2y);
}
else
{
worldhigh = worldhighslope = gr_backsector->ceilingheight;
}
if (gr_backsector->f_slope)
{
worldlow = P_GetZAt(gr_backsector->f_slope, v1x, v1y);
worldlowslope = P_GetZAt(gr_backsector->f_slope, v2x, v2y);
}
else
{
worldlow = worldlowslope = gr_backsector->floorheight;
}
#else
worldhigh = gr_backsector->ceilingheight;
worldlow = gr_backsector->floorheight;
#endif
}
// hack to allow height changes in outdoor areas
@ -1411,10 +1505,18 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
gr_backsector->ceilingpic == skyflatnum)
{
worldtop = worldhigh;
#ifdef ESLOPE
worldtopslope = worldhighslope;
#endif
}
// check TOP TEXTURE
if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture])
if ((
#ifdef ESLOPE
worldhighslope < worldtopslope ||
#endif
worldhigh < worldtop
) && texturetranslation[gr_sidedef->toptexture])
{
if (drawtextured)
{
@ -1425,8 +1527,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// PEGGING
if (gr_linedef->flags & ML_DONTPEGTOP)
texturevpegtop = 0;
else
#ifdef ESLOPE
else if (gr_linedef->flags & ML_EFFECT1)
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
else
texturevpegtop = gr_backsector->ceilingheight + textureheight[gr_sidedef->toptexture] - gr_frontsector->ceilingheight;
#else
else
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
#endif
texturevpegtop += gr_sidedef->rowoffset;
@ -1434,14 +1543,34 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
texturevpegtop %= SHORT(textures[texturetranslation[gr_sidedef->toptexture]]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gr_frontsector->ceilingheight - gr_backsector->ceilingheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
#ifdef ESLOPE
// Adjust t value for sloped walls
if (!(gr_linedef->flags & ML_EFFECT1))
{
// Unskewed
wallVerts[3].t += worldtop - gr_frontsector->ceilingheight;
wallVerts[2].t += worldtopslope - gr_frontsector->ceilingheight;
wallVerts[0].t += worldhigh - gr_backsector->ceilingheight;
wallVerts[1].t += worldhighslope - gr_backsector->ceilingheight;
}
#endif
}
// set top/bottom coords
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
#endif
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texturetranslation[gr_sidedef->toptexture], &Surf, FF_CUTSOLIDS);
@ -1452,7 +1581,11 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
}
// check BOTTOM TEXTURE
if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]) //only if VISIBLE!!!
if ((
#ifdef ESLOPE
worldlowslope > worldbottomslope ||
#endif
worldlow > worldbottom) && texturetranslation[gr_sidedef->bottomtexture]) //only if VISIBLE!!!
{
if (drawtextured)
{
@ -1478,8 +1611,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
}
// set top/bottom coords
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
#endif
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texturetranslation[gr_sidedef->bottomtexture], &Surf, FF_CUTSOLIDS);
@ -4544,7 +4684,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
if (tz < ZCLIP_PLANE && md2_models[thing->sprite].notfound == true) //Yellow: Only MD2's dont disappear
return;
tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);