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664 lines
21 KiB
C
664 lines
21 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* BSP traversal, handling of LineSegs for rendering.
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h"
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#include "m_bbox.h"
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#include "r_main.h"
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#include "r_segs.h"
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#include "r_plane.h"
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#include "r_things.h"
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#include "r_bsp.h" // cph - sanity checking
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#include "v_video.h"
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#include "lprintf.h"
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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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drawseg_t *ds_p;
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// killough 4/7/98: indicates doors closed wrt automap bugfix:
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// cph - replaced by linedef rendering flags - int doorclosed;
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// killough: New code which removes 2s linedef limit
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drawseg_t *drawsegs;
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unsigned maxdrawsegs;
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// drawseg_t drawsegs[MAXDRAWSEGS]; // old code -- killough
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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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// CPhipps -
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// Instead of clipsegs, let's try using an array with one entry for each column,
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// indicating whether it's blocked by a solid wall yet or not.
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byte solidcol[MAX_SCREENWIDTH];
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// CPhipps -
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// R_ClipWallSegment
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//
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// Replaces the old R_Clip*WallSegment functions. It draws bits of walls in those
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// columns which aren't solid, and updates the solidcol[] array appropriately
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static void R_ClipWallSegment(int first, int last, boolean solid)
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{
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byte *p;
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while (first < last) {
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if (solidcol[first]) {
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if (!(p = memchr(solidcol+first, 0, last-first))) return; // All solid
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first = p - solidcol;
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} else {
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int to;
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if (!(p = memchr(solidcol+first, 1, last-first))) to = last;
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else to = p - solidcol;
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R_StoreWallRange(first, to-1);
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if (solid) {
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memset(solidcol+first,1,to-first);
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}
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first = to;
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}
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}
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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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memset(solidcol, 0, SCREENWIDTH);
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}
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// killough 1/18/98 -- This function is used to fix the automap bug which
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// showed lines behind closed doors simply because the door had a dropoff.
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//
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// cph - converted to R_RecalcLineFlags. This recalculates all the flags for
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// a line, including closure and texture tiling.
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static void R_RecalcLineFlags(void)
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{
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linedef->r_validcount = gametic;
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/* First decide if the line is closed, normal, or invisible */
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if (!(linedef->flags & ML_TWOSIDED)
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|| backsector->ceilingheight <= frontsector->floorheight
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|| backsector->floorheight >= frontsector->ceilingheight
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|| (
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// if door is closed because back is shut:
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backsector->ceilingheight <= backsector->floorheight
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// preserve a kind of transparent door/lift special effect:
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&& (backsector->ceilingheight >= frontsector->ceilingheight ||
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curline->sidedef->toptexture)
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&& (backsector->floorheight <= frontsector->floorheight ||
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curline->sidedef->bottomtexture)
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// properly render skies (consider door "open" if both ceilings are sky):
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&& (backsector->ceilingpic !=skyflatnum ||
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frontsector->ceilingpic!=skyflatnum)
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)
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)
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linedef->r_flags = RF_CLOSED;
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else {
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// Reject empty lines used for triggers
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// and special events.
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// Identical floor and ceiling on both sides,
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// identical light levels on both sides,
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// and no middle texture.
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// CPhipps - recode for speed, not certain if this is portable though
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if (backsector->ceilingheight != frontsector->ceilingheight
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|| backsector->floorheight != frontsector->floorheight
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|| curline->sidedef->midtexture
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|| memcmp(&backsector->floor_xoffs, &frontsector->floor_xoffs,
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sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) +
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sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) +
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sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) +
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sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) +
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sizeof(frontsector->ceilinglightsec))) {
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linedef->r_flags = 0; return;
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} else
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linedef->r_flags = RF_IGNORE;
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}
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/* cph - I'm too lazy to try and work with offsets in this */
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if (curline->sidedef->rowoffset) return;
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/* Now decide on texture tiling */
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if (linedef->flags & ML_TWOSIDED) {
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int c;
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/* Does top texture need tiling */
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if ((c = frontsector->ceilingheight - backsector->ceilingheight) > 0 &&
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(textureheight[texturetranslation[curline->sidedef->toptexture]] > c))
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linedef->r_flags |= RF_TOP_TILE;
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/* Does bottom texture need tiling */
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if ((c = frontsector->floorheight - backsector->floorheight) > 0 &&
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(textureheight[texturetranslation[curline->sidedef->bottomtexture]] > c))
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linedef->r_flags |= RF_BOT_TILE;
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} else {
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int c;
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/* Does middle texture need tiling */
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if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 &&
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(textureheight[texturetranslation[curline->sidedef->midtexture]] > c))
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linedef->r_flags |= RF_MID_TILE;
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}
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}
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//
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// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
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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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// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
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//
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
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int *floorlightlevel, int *ceilinglightlevel,
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boolean back)
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{
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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 ? // killough 4/11/98
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sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel;
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if (sec->heightsec != -1)
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{
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const sector_t *s = §ors[sec->heightsec];
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int heightsec = viewplayer->mo->subsector->sector->heightsec;
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int 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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// killough 11/98: prevent sudden light changes from non-water sectors:
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if (underwater && (tempsec-> floorheight = sec->floorheight,
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tempsec->ceilingheight = s->floorheight-1, !back))
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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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if (underwater) {
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if (s->ceilingpic == skyflatnum) {
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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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} else {
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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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}
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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; // killough 3/16/98
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
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sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98
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}
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else
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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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if (s->floorpic != skyflatnum)
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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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}
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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; // killough 3/16/98
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
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sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98
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}
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sec = tempsec; // Use other sector
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}
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return sec;
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}
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//
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// R_AddLine
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// Clips the given segment
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// and adds any visible pieces to the line list.
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//
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static void R_AddLine (seg_t *line)
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{
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int x1;
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int x2;
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angle_t angle1;
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angle_t angle2;
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angle_t span;
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angle_t tspan;
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static sector_t tempsec; // killough 3/8/98: ceiling/water hack
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curline = line;
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angle1 = R_PointToAngle (line->v1->x, line->v1->y);
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angle2 = R_PointToAngle (line->v2->x, line->v2->y);
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// Clip to view edges.
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span = angle1 - angle2;
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// Back side, i.e. backface culling
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if (span >= ANG180)
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return;
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// Global angle needed by segcalc.
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rw_angle1 = angle1;
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angle1 -= viewangle;
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angle2 -= viewangle;
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tspan = angle1 + clipangle;
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if (tspan > 2*clipangle)
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{
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tspan -= 2*clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle1 = clipangle;
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}
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tspan = clipangle - angle2;
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if (tspan > 2*clipangle)
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{
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tspan -= 2*clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle2 = 0-clipangle;
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}
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// The seg is in the view range,
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// but not necessarily visible.
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angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
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angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
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// killough 1/31/98: Here is where "slime trails" can SOMETIMES occur:
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x1 = viewangletox[angle1];
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x2 = viewangletox[angle2];
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#ifdef GL_DOOM
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// proff 11/99: we have to add these segs to avoid gaps in OpenGL
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if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness
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{
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if (V_GetMode() == VID_MODEGL)
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{
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if (ds_p == drawsegs+maxdrawsegs) // killough 1/98 -- fix 2s line HOM
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{
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unsigned pos = ds_p - drawsegs; // jff 8/9/98 fix from ZDOOM1.14a
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unsigned newmax = maxdrawsegs ? maxdrawsegs*2 : 128; // killough
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drawsegs = realloc(drawsegs,newmax*sizeof(*drawsegs));
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//ds_p = drawsegs+maxdrawsegs;
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ds_p = drawsegs + pos; // jff 8/9/98 fix from ZDOOM1.14a
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maxdrawsegs = newmax;
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}
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ds_p->curline = curline;
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ds_p++;
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gld_AddWall(curline);
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return;
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}
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else
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return;
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}
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#else
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// Does not cross a pixel?
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if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness
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return;
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#endif
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backsector = line->backsector;
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// Single sided line?
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if (backsector)
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// killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
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backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);
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/* cph - roll up linedef properties in flags */
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if ((linedef = curline->linedef)->r_validcount != gametic)
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R_RecalcLineFlags();
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if (linedef->r_flags & RF_IGNORE)
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{
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return;
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}
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else
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R_ClipWallSegment (x1, x2, linedef->r_flags & RF_CLOSED);
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}
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//
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// R_CheckBBox
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// Checks BSP node/subtree bounding box.
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// Returns true
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// if some part of the bbox might be visible.
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//
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static const int checkcoord[12][4] = // killough -- static const
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{
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{3,0,2,1},
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{3,0,2,0},
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{3,1,2,0},
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{0},
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{2,0,2,1},
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{0,0,0,0},
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{3,1,3,0},
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{0},
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{2,0,3,1},
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{2,1,3,1},
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{2,1,3,0}
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};
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// killough 1/28/98: static // CPhipps - const parameter, reformatted
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static boolean R_CheckBBox(const fixed_t *bspcoord)
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{
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angle_t angle1, angle2;
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{
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int boxpos;
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const int* check;
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// Find the corners of the box
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// that define the edges from current viewpoint.
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boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT ] ? 1 : 2) +
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(viewy >= bspcoord[BOXTOP ] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8);
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if (boxpos == 5)
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return true;
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check = checkcoord[boxpos];
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angle1 = R_PointToAngle (bspcoord[check[0]], bspcoord[check[1]]) - viewangle;
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angle2 = R_PointToAngle (bspcoord[check[2]], bspcoord[check[3]]) - viewangle;
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}
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// cph - replaced old code, which was unclear and badly commented
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// Much more efficient code now
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if ((signed)angle1 < (signed)angle2) { /* it's "behind" us */
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/* Either angle1 or angle2 is behind us, so it doesn't matter if we
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* change it to the corect sign
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*/
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if ((angle1 >= ANG180) && (angle1 < ANG270))
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angle1 = INT_MAX; /* which is ANG180-1 */
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else
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angle2 = INT_MIN;
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}
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if ((signed)angle2 >= (signed)clipangle) return false; // Both off left edge
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if ((signed)angle1 <= -(signed)clipangle) return false; // Both off right edge
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if ((signed)angle1 >= (signed)clipangle) angle1 = clipangle; // Clip at left edge
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if ((signed)angle2 <= -(signed)clipangle) angle2 = 0-clipangle; // Clip at right edge
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// Find the first clippost
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// that touches the source post
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// (adjacent pixels are touching).
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angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
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angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
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{
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int sx1 = viewangletox[angle1];
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int sx2 = viewangletox[angle2];
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// const cliprange_t *start;
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// Does not cross a pixel.
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if (sx1 == sx2)
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return false;
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if (!memchr(solidcol+sx1, 0, sx2-sx1)) return false;
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// All columns it covers are already solidly covered
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}
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return true;
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}
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//
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// R_Subsector
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// Determine floor/ceiling planes.
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// Add sprites of things in sector.
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// Draw one or more line segments.
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//
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// killough 1/31/98 -- made static, polished
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static void R_Subsector(int num)
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{
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int count;
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seg_t *line;
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subsector_t *sub;
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sector_t tempsec; // killough 3/7/98: deep water hack
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int floorlightlevel; // killough 3/16/98: set floor lightlevel
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int ceilinglightlevel; // killough 4/11/98
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#ifdef GL_DOOM
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visplane_t dummyfloorplane;
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visplane_t dummyceilingplane;
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#endif
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#ifdef RANGECHECK
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if (num>=numsubsectors)
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I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors);
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#endif
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sub = &subsectors[num];
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frontsector = sub->sector;
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count = sub->numlines;
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line = &segs[sub->firstline];
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// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
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frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
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&ceilinglightlevel, false); // killough 4/11/98
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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// killough 3/16/98: add floorlightlevel
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// killough 10/98: add support for skies transferred from sidedefs
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floorplane = frontsector->floorheight < viewz || // killough 3/7/98
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(frontsector->heightsec != -1 &&
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sectors[frontsector->heightsec].ceilingpic == skyflatnum) ?
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R_FindPlane(frontsector->floorheight,
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frontsector->floorpic == skyflatnum && // kilough 10/98
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frontsector->sky & PL_SKYFLAT ? frontsector->sky :
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frontsector->floorpic,
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floorlightlevel, // killough 3/16/98
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frontsector->floor_xoffs, // killough 3/7/98
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frontsector->floor_yoffs
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) : NULL;
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ceilingplane = frontsector->ceilingheight > viewz ||
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frontsector->ceilingpic == skyflatnum ||
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(frontsector->heightsec != -1 &&
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sectors[frontsector->heightsec].floorpic == skyflatnum) ?
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R_FindPlane(frontsector->ceilingheight, // killough 3/8/98
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frontsector->ceilingpic == skyflatnum && // kilough 10/98
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frontsector->sky & PL_SKYFLAT ? frontsector->sky :
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frontsector->ceilingpic,
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ceilinglightlevel, // killough 4/11/98
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frontsector->ceiling_xoffs, // killough 3/7/98
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frontsector->ceiling_yoffs
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) : NULL;
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#ifdef GL_DOOM
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// check if the sector is faked
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if ((frontsector==sub->sector) && (V_GetMode() == VID_MODEGL))
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{
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// if the sector has bottomtextures, then the floorheight will be set to the
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// highest surounding floorheight
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if ((frontsector->no_bottomtextures) || (!floorplane))
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{
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int i=frontsector->linecount;
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dummyfloorplane.height=INT_MIN;
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while (i--)
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{
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line_t *tmpline=frontsector->lines[i];
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if (tmpline->backsector)
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if (tmpline->backsector != frontsector)
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if (tmpline->backsector->floorheight>dummyfloorplane.height)
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{
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dummyfloorplane.height=tmpline->backsector->floorheight;
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dummyfloorplane.lightlevel=tmpline->backsector->lightlevel;
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}
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if (tmpline->frontsector)
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if (tmpline->frontsector != frontsector)
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if (tmpline->frontsector->floorheight>dummyfloorplane.height)
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{
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dummyfloorplane.height=tmpline->frontsector->floorheight;
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dummyfloorplane.lightlevel=tmpline->frontsector->lightlevel;
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}
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}
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if (dummyfloorplane.height!=INT_MIN)
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floorplane=&dummyfloorplane;
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}
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// the same for ceilings. they will be set to the lowest ceilingheight
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if ((frontsector->no_toptextures) || (!ceilingplane))
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{
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int i=frontsector->linecount;
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dummyceilingplane.height=INT_MAX;
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while (i--)
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{
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line_t *tmpline=frontsector->lines[i];
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if (tmpline->backsector)
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if (tmpline->backsector != frontsector)
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if (tmpline->backsector->ceilingheight<dummyceilingplane.height)
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{
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dummyceilingplane.height=tmpline->backsector->ceilingheight;
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dummyceilingplane.lightlevel=tmpline->backsector->lightlevel;
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}
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if (tmpline->frontsector)
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if (tmpline->frontsector != frontsector)
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if (tmpline->frontsector->ceilingheight<dummyceilingplane.height)
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{
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dummyceilingplane.height=tmpline->frontsector->ceilingheight;
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dummyceilingplane.lightlevel=tmpline->frontsector->lightlevel;
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}
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}
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if (dummyceilingplane.height!=INT_MAX)
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ceilingplane=&dummyceilingplane;
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}
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}
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#endif
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// killough 9/18/98: Fix underwater slowdown, by passing real sector
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// instead of fake one. Improve sprite lighting by basing sprite
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// lightlevels on floor & ceiling lightlevels in the surrounding area.
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//
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// 10/98 killough:
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//
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// NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!!
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// That is part of the 242 effect!!! If you simply pass sub->sector to
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// the old code you will not get correct lighting for underwater sprites!!!
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// Either you must pass the fake sector and handle validcount here, on the
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// real sector, or you must account for the lighting in some other way,
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// like passing it as an argument.
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R_AddSprites(sub, (floorlightlevel+ceilinglightlevel)/2);
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while (count--)
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{
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if (line->miniseg == false)
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R_AddLine (line);
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line++;
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curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so R_ColourMap doesn't try using it for other things */
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}
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#ifdef GL_DOOM
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if (V_GetMode() == VID_MODEGL)
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gld_AddPlane(num, floorplane, ceilingplane);
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#endif
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}
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//
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// RenderBSPNode
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// Renders all subsectors below a given node,
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// traversing subtree recursively.
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// Just call with BSP root.
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//
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// killough 5/2/98: reformatted, removed tail recursion
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void R_RenderBSPNode(int bspnum)
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{
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while (!(bspnum & NF_SUBSECTOR)) // Found a subsector?
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{
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const node_t *bsp = &nodes[bspnum];
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// Decide which side the view point is on.
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int side = R_PointOnSide(viewx, viewy, bsp);
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// Recursively divide front space.
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R_RenderBSPNode(bsp->children[side]);
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// Possibly divide back space.
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if (!R_CheckBBox(bsp->bbox[side^1]))
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return;
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bspnum = bsp->children[side^1];
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}
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R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR);
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}
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