2021-03-18 20:50:02 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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2021-04-02 16:22:54 +00:00
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// the Free Software Foundation, either version 2 of the License, or
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2021-03-18 20:50:02 +00:00
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// (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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_flat.cpp
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** Flat processing
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**
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*/
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#include "matrix.h"
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#include "hw_dynlightdata.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "hw_material.h"
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#include "hw_drawinfo.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_drawstructs.h"
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#include "hw_renderstate.h"
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2021-03-19 22:11:23 +00:00
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#include "sectorgeometry.h"
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2021-12-15 12:05:13 +00:00
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#include "hw_sections.h"
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2021-03-18 20:50:02 +00:00
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#ifdef _DEBUG
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CVAR(Int, gl_breaksec, -1, 0)
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#endif
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#if 0
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void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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FDynamicLight * light = node->lightsource;
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if (!light->IsActive())
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{
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node = node->nextLight;
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continue;
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}
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iter_dlightf++;
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// we must do the side check here because gl_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light->Pos);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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draw_dlightf += GetLight(lightdata, portalgroup, p, light, false);
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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#endif
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2021-12-21 12:46:11 +00:00
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void HWFlat::MakeVertices(HWDrawInfo* di)
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2021-03-18 20:50:02 +00:00
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{
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2021-03-26 19:28:44 +00:00
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if (vertcount > 0) return;
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2021-03-28 19:00:24 +00:00
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bool canvas = texture->isHardwareCanvas();
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2021-05-06 22:09:30 +00:00
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if (Sprite == nullptr)
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2021-03-18 20:50:02 +00:00
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{
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2021-12-15 11:23:50 +00:00
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TArray<int>* pIndices;
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2021-12-15 12:08:09 +00:00
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auto mesh = sectionGeometry.get(§ions[section], plane, geoofs, &pIndices);
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2021-12-15 11:23:50 +00:00
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auto ret = screen->mVertexData->AllocVertices(pIndices->Size());
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auto vp = ret.first;
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float base = (plane == 0 ? sec->floorz : sec->ceilingz) * (1 / -256.f);
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for (unsigned i = 0; i < pIndices->Size(); i++)
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2021-12-12 15:18:53 +00:00
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{
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2021-12-15 11:23:50 +00:00
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auto ii = (*pIndices)[i];
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auto& pt = mesh->vertices[ii];
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auto& uv = mesh->texcoords[ii];
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vp->SetVertex(pt.X, base + pt.Z, pt.Y);
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vp->SetTexCoord(uv.X, canvas ? 1.f - uv.Y : uv.Y);
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vp++;
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2021-03-26 19:28:44 +00:00
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}
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2021-12-15 11:23:50 +00:00
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vertindex = ret.second;
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vertcount = pIndices->Size();
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2021-03-26 19:28:44 +00:00
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}
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else
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{
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vec2_t pos[4];
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2021-12-21 12:46:11 +00:00
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int ofsz[4];
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2022-01-01 11:55:28 +00:00
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auto cstat = Sprite->cstat;
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if (Sprite->clipdist & TSPR_SLOPESPRITE) cstat &= ~CSTAT_SPRITE_YFLIP; // NBlood doesn't y-flip slope sprites.
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2021-12-21 12:46:11 +00:00
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GetFlatSpritePosition(Sprite, Sprite->pos.vec2, pos, ofsz, true);
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2022-01-01 11:55:28 +00:00
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Sprite->cstat = cstat;
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2021-03-26 19:28:44 +00:00
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auto ret = screen->mVertexData->AllocVertices(6);
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auto vp = ret.first;
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2021-05-06 22:09:30 +00:00
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float x = !(Sprite->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
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float y = !(Sprite->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
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2021-12-30 18:00:35 +00:00
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if (Sprite->clipdist & TSPR_SLOPESPRITE)
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2021-12-21 12:46:11 +00:00
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{
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int posx = int(di->Viewpoint.Pos.X * 16.f);
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int posy = int(di->Viewpoint.Pos.Y * -16.f);
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int posz = int(di->Viewpoint.Pos.Z * -256.f);
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// Make adjustments for poorly aligned slope sprites on floors or ceilings
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constexpr float ONPLANE_THRESHOLD = 3.f;
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if (tspriteGetZOfSlope(Sprite, posx, posy) < posz)
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{
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float maxofs = -FLT_MAX, minofs = FLT_MAX;
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for (int i = 0; i < 4; i++)
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{
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2021-12-22 09:28:51 +00:00
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float vz = getceilzofslopeptr(Sprite->sectp, pos[i].X, pos[i].Y) * (1 / -256.f);
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2021-12-21 12:46:11 +00:00
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float sz = z + ofsz[i] * (1 / -256.f);
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int diff = vz - sz;
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if (diff > maxofs) maxofs = diff;
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if (diff < minofs) minofs = diff;
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}
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if (maxofs > 0 && minofs >= -ONPLANE_THRESHOLD && maxofs <= ONPLANE_THRESHOLD) z -= maxofs;
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}
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else
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{
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float maxofs = -FLT_MAX, minofs = FLT_MAX;
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for (int i = 0; i < 4; i++)
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{
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2021-12-22 09:28:51 +00:00
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float vz = getflorzofslopeptr(Sprite->sectp, pos[i].X, pos[i].Y) * (1 / -256.f);
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2021-12-21 12:46:11 +00:00
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float sz = z + ofsz[i] * (1 / -256.f);
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int diff = vz - sz;
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if (diff > maxofs) maxofs = diff;
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if (diff < minofs) minofs = diff;
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}
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if (minofs < 0 && maxofs <= -ONPLANE_THRESHOLD && minofs >= ONPLANE_THRESHOLD) z -= minofs;
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}
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}
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2021-03-26 19:28:44 +00:00
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for (unsigned i = 0; i < 6; i++)
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{
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const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
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int j = indices[i];
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2021-12-22 09:28:51 +00:00
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vp->SetVertex(pos[j].X * (1 / 16.f), z + ofsz[j] * (1 / -256.f), pos[j].Y * (1 / -16.f));
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2021-03-28 19:00:24 +00:00
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if (!canvas) vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? 1.f - y : y);
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else vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? y : 1.f - y);
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2021-03-26 19:28:44 +00:00
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vp++;
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}
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vertindex = ret.second;
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vertcount = 6;
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2021-03-18 20:50:02 +00:00
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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2021-05-06 22:09:30 +00:00
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if (screen->BuffersArePersistent() && !Sprite)
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2021-03-18 20:50:02 +00:00
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{
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2021-12-21 12:46:11 +00:00
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MakeVertices(di);
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2021-03-18 20:50:02 +00:00
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}
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#ifdef _DEBUG
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2021-11-11 19:20:00 +00:00
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if (sectnum(sec) == gl_breaksec)
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2021-03-18 20:50:02 +00:00
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{
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int a = 0;
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}
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#endif
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2021-05-06 22:09:30 +00:00
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if (!Sprite)
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2021-03-26 19:28:44 +00:00
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{
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2021-12-15 11:23:50 +00:00
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TArray<int> *indices;
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2021-12-15 12:08:09 +00:00
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auto mesh = sectionGeometry.get(§ions[section], plane, geoofs, &indices);
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2021-03-26 19:28:44 +00:00
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state.SetNormal(mesh->normal);
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}
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else
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{
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if (z < di->Viewpoint.Pos.Z) state.SetNormal({ 0,1,0 });
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else state.SetNormal({ 0, -1, 0 });
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}
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2021-03-18 20:50:02 +00:00
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2021-04-10 07:57:03 +00:00
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SetLightAndFog(state, fade, palette, shade, visibility, alpha);
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2021-03-18 20:50:02 +00:00
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if (translucent)
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{
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2021-03-27 22:12:41 +00:00
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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state.EnableBrightmap(false);
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}
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2021-03-26 19:28:44 +00:00
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state.SetRenderStyle(RenderStyle);
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2021-03-27 22:12:41 +00:00
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state.SetTextureMode(RenderStyle);
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2021-04-08 17:56:18 +00:00
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2021-04-11 16:38:26 +00:00
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if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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2021-03-18 20:50:02 +00:00
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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2021-06-01 19:48:39 +00:00
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else if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
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{
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state.SetObjectColor(fade | 0xff000000);
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state.EnableTexture(false);
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}
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2021-05-06 22:09:30 +00:00
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state.SetMaterial(texture, UF_Texture, 0, Sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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2021-03-18 20:50:02 +00:00
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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vertexcount += vertcount;
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2021-03-22 11:07:29 +00:00
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if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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2021-03-27 22:12:41 +00:00
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state.EnableBrightmap(true);
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2021-05-15 08:40:25 +00:00
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state.SetObjectColor(0xffffffff);
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2021-06-01 19:48:39 +00:00
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state.EnableTexture(true);
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2021-03-18 20:50:02 +00:00
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
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}
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//==========================================================================
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//
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// HWFlat::PutFlat
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//
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// submit to the renderer
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//
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//==========================================================================
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void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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{
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2021-03-26 19:28:44 +00:00
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vertcount = 0;
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2021-03-19 22:11:23 +00:00
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plane = whichplane;
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2021-05-06 22:09:30 +00:00
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if (!screen->BuffersArePersistent() || Sprite || di->ingeo) // should be made static buffer content later (when the logic is working)
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2021-03-18 20:50:02 +00:00
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{
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#if 0
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if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK)))
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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#endif
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2021-12-21 12:46:11 +00:00
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MakeVertices(di);
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2021-03-18 20:50:02 +00:00
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}
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di->AddFlat(this);
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rendered_flats++;
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}
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//==========================================================================
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//
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// Process a sector's flats for rendering
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// This function is only called once per sector.
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// Subsequent subsectors are just quickly added to the ss_renderflags array
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//
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//==========================================================================
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2021-12-15 11:23:50 +00:00
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section_, int which)
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2021-03-18 20:50:02 +00:00
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{
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#ifdef _DEBUG
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2021-11-11 19:20:00 +00:00
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if (sectnum(sec) == gl_breaksec)
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2021-03-18 20:50:02 +00:00
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{
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int a = 0;
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}
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#endif
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dynlightindex = -1;
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2021-12-29 18:41:41 +00:00
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const auto &vp = di->Viewpoint;
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2021-03-18 20:50:02 +00:00
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float florz, ceilz;
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2021-05-11 23:58:42 +00:00
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PlanesAtPoint(frontsector, float(vp.Pos.X) * 16.f, float(vp.Pos.Y) * -16.f, &ceilz, &florz);
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2021-03-18 20:50:02 +00:00
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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2021-12-15 11:23:50 +00:00
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section = section_;
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2021-05-06 22:09:30 +00:00
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Sprite = nullptr;
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2021-04-02 20:52:46 +00:00
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geoofs = di->geoofs;
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2021-03-18 20:50:02 +00:00
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//
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//
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|
|
|
//
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|
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|
// do floors
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|
|
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//
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//
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//
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if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z)
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{
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// process the original floor first.
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2021-05-20 17:17:21 +00:00
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fade = lookups.getFade(frontsector->floorpal);
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2021-04-21 20:31:56 +00:00
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shade = frontsector->floorshade;
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2021-03-18 20:50:02 +00:00
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palette = frontsector->floorpal;
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2021-03-30 21:27:11 +00:00
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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2021-03-18 20:50:02 +00:00
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2021-03-30 21:27:11 +00:00
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if (stack && (frontsector->floorstat & CSTAT_SECTOR_METHOD))
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2021-03-18 20:50:02 +00:00
|
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|
{
|
2021-03-30 21:27:11 +00:00
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RenderStyle = GetRenderStyle(0, !!(frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT));
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|
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alpha = GetAlphaFromBlend((frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
2021-03-18 20:50:02 +00:00
|
|
|
}
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|
else
|
2021-03-30 21:27:11 +00:00
|
|
|
{
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RenderStyle = STYLE_Translucent;
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|
alpha = 1.f;
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|
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}
|
2021-03-18 20:50:02 +00:00
|
|
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|
|
if (alpha != 0.f)
|
|
|
|
{
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|
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|
int tilenum = frontsector->floorpicnum;
|
2021-12-17 21:36:59 +00:00
|
|
|
gotpic.Set(tilenum);
|
2021-03-18 20:50:02 +00:00
|
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|
tileUpdatePicnum(&tilenum, tilenum, 0);
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|
|
texture = tileGetTexture(tilenum);
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|
|
|
if (texture && texture->isValid())
|
|
|
|
{
|
|
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|
//iboindex = frontsector->iboindex[sector_t::floor];
|
|
|
|
PutFlat(di, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// do ceilings
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z)
|
|
|
|
{
|
|
|
|
// process the original ceiling first.
|
|
|
|
|
2021-05-20 17:17:21 +00:00
|
|
|
fade = lookups.getFade(frontsector->ceilingpal);
|
2021-04-21 20:31:56 +00:00
|
|
|
shade = frontsector->ceilingshade;
|
2021-03-18 20:50:02 +00:00
|
|
|
palette = frontsector->ceilingpal;
|
2021-03-30 21:27:11 +00:00
|
|
|
stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
|
2021-03-18 20:50:02 +00:00
|
|
|
|
2021-03-30 21:27:11 +00:00
|
|
|
if (stack && (frontsector->ceilingstat & CSTAT_SECTOR_METHOD))
|
2021-03-18 20:50:02 +00:00
|
|
|
{
|
2021-03-30 21:27:11 +00:00
|
|
|
RenderStyle = GetRenderStyle(0, !!(frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT));
|
|
|
|
alpha = GetAlphaFromBlend((frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
2021-03-18 20:50:02 +00:00
|
|
|
}
|
2021-03-30 21:27:11 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
RenderStyle = STYLE_Translucent;
|
|
|
|
alpha = 1.f;
|
|
|
|
}
|
|
|
|
|
2021-03-18 20:50:02 +00:00
|
|
|
|
|
|
|
if (alpha != 0.f)
|
|
|
|
{
|
|
|
|
//iboindex = frontsector->iboindex[sector_t::ceiling];
|
|
|
|
|
|
|
|
int tilenum = frontsector->ceilingpicnum;
|
2021-12-17 21:36:59 +00:00
|
|
|
gotpic.Set(tilenum);
|
2021-03-18 20:50:02 +00:00
|
|
|
tileUpdatePicnum(&tilenum, tilenum, 0);
|
|
|
|
texture = tileGetTexture(tilenum);
|
|
|
|
if (texture && texture->isValid())
|
|
|
|
{
|
|
|
|
//iboindex = frontsector->iboindex[sector_t::floor];
|
|
|
|
PutFlat(di, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-12 15:18:53 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Process a floor sprite
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2021-12-04 18:08:50 +00:00
|
|
|
void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype* sector)
|
2021-03-26 19:28:44 +00:00
|
|
|
{
|
|
|
|
int tilenum = sprite->picnum;
|
|
|
|
texture = tileGetTexture(tilenum);
|
2022-01-01 19:01:36 +00:00
|
|
|
bool belowfloor = false;
|
|
|
|
if (sprite->pos.Z > sprite->sectp->floorz)
|
|
|
|
{
|
|
|
|
belowfloor = true;
|
|
|
|
sprite->pos.Z = sprite->sectp->floorz;
|
|
|
|
}
|
2021-12-22 11:29:00 +00:00
|
|
|
z = sprite->pos.Z * (1 / -256.f);
|
2021-03-26 19:28:44 +00:00
|
|
|
if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
|
2021-10-11 20:28:26 +00:00
|
|
|
dynlightindex = -1;
|
2021-03-26 19:28:44 +00:00
|
|
|
|
2021-04-14 17:17:40 +00:00
|
|
|
visibility = sectorVisibility(sector) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
|
2021-03-26 19:28:44 +00:00
|
|
|
|
|
|
|
// Weird Build logic that really makes no sense.
|
2022-01-01 16:27:09 +00:00
|
|
|
if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDE) != 0)
|
|
|
|
{
|
|
|
|
double myz = !(sprite->clipdist & TSPR_SLOPESPRITE) ? z :
|
|
|
|
tspriteGetZOfSlope(sprite, int(di->Viewpoint.Pos.X * 16), int(di->Viewpoint.Pos.Y * -16)) * -(1. / 256.);
|
|
|
|
if ((di->Viewpoint.Pos.Z < myz) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
|
|
|
|
return;
|
|
|
|
}
|
2021-03-26 19:28:44 +00:00
|
|
|
|
|
|
|
if (texture && texture->isValid())
|
|
|
|
{
|
2021-05-06 22:09:30 +00:00
|
|
|
this->Sprite = sprite;
|
2021-03-26 19:28:44 +00:00
|
|
|
sec = sector;
|
2021-04-21 20:31:56 +00:00
|
|
|
shade = sprite->shade;
|
2021-03-26 19:28:44 +00:00
|
|
|
palette = sprite->pal;
|
2021-04-14 17:17:40 +00:00
|
|
|
fade = lookups.getFade(sector->floorpal); // fog is per sector.
|
2021-03-26 19:28:44 +00:00
|
|
|
|
2021-04-08 17:45:18 +00:00
|
|
|
SetSpriteTranslucency(sprite, alpha, RenderStyle);
|
2022-01-01 19:01:36 +00:00
|
|
|
if (belowfloor) alpha *= 0.33f;
|
2021-04-08 17:45:18 +00:00
|
|
|
|
2021-06-02 18:32:35 +00:00
|
|
|
PutFlat(di, z > di->Viewpoint.Pos.Z);
|
2021-03-26 19:28:44 +00:00
|
|
|
}
|
|
|
|
}
|