mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 09:21:12 +00:00
1297e4ed02
Also fixed a clipper issue with Blood's line to line portals.
1069 lines
29 KiB
C++
1069 lines
29 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2000-2016 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
|
|
#include "texturemanager.h"
|
|
#include "hw_dynlightdata.h"
|
|
#include "hw_material.h"
|
|
#include "hw_cvars.h"
|
|
#include "hw_clock.h"
|
|
//#include "hw_lighting.h"
|
|
#include "hw_drawinfo.h"
|
|
#include "hw_portal.h"
|
|
#include "hw_lightbuffer.h"
|
|
#include "hw_renderstate.h"
|
|
#include "hw_skydome.h"
|
|
#include "hw_drawstructs.h"
|
|
#include "gamefuncs.h"
|
|
#include "cmdlib.h"
|
|
|
|
#include "v_video.h"
|
|
#include "flatvertices.h"
|
|
#include "glbackend/glbackend.h"
|
|
|
|
extern PalEntry GlobalMapFog;
|
|
extern float GlobalFogDensity;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Create vertices for one wall
|
|
//
|
|
//==========================================================================
|
|
|
|
int HWWall::CreateVertices(FFlatVertex*& ptr, bool split)
|
|
{
|
|
auto oo = ptr;
|
|
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
|
|
ptr++;
|
|
ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
|
|
ptr++;
|
|
ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
|
|
ptr++;
|
|
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
|
|
ptr++;
|
|
return int(ptr - oo);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// build the vertices for this wall
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::MakeVertices(HWDrawInfo* di, bool nosplit)
|
|
{
|
|
if (vertcount == 0)
|
|
{
|
|
auto ret = screen->mVertexData->AllocVertices(4);
|
|
vertindex = ret.second;
|
|
vertcount = CreateVertices(ret.first, false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// General purpose wall rendering function
|
|
// everything goes through here
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderWall(HWDrawInfo *di, FRenderState &state, int textured)
|
|
{
|
|
assert(vertcount > 0);
|
|
state.SetLightIndex(dynlightindex);
|
|
state.Draw(DT_TriangleFan, vertindex, vertcount);
|
|
vertexcount += vertcount;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderFogBoundary(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
if (gl_fogmode)// && !di->isFullbrightScene())
|
|
{
|
|
state.EnableDrawBufferAttachments(false);
|
|
SetLightAndFog(state);
|
|
state.SetEffect(EFF_FOGBOUNDARY);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.SetDepthBias(-1, -128);
|
|
RenderWall(di, state, HWWall::RWF_BLANK);
|
|
state.ClearDepthBias();
|
|
state.SetEffect(EFF_NONE);
|
|
state.EnableDrawBufferAttachments(true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::SetLightAndFog(FRenderState& state)
|
|
{
|
|
// Fog must be done before the texture so that the texture selector can override it.
|
|
bool foggy = (GlobalMapFog || (fade & 0xffffff));
|
|
auto ShadeDiv = lookups.tables[palette].ShadeFactor;
|
|
// Disable brightmaps if non-black fog is used.
|
|
if (ShadeDiv >= 1 / 1000.f && foggy)
|
|
{
|
|
state.EnableFog(1);
|
|
float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
|
|
state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density);
|
|
state.SetSoftLightLevel(255);
|
|
state.SetLightParms(128.f, 1 / 1000.f);
|
|
}
|
|
else
|
|
{
|
|
state.EnableFog(0);
|
|
state.SetFog(0, 0);
|
|
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
|
|
state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
|
|
}
|
|
|
|
// The shade rgb from the tint is ignored here.
|
|
state.SetColor(PalEntry(255, globalr, globalg, globalb));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
if (!TexMan.mirrorTexture.isValid()) return;
|
|
|
|
state.SetDepthFunc(DF_LEqual);
|
|
|
|
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
|
state.EnableTextureMatrix(true);
|
|
|
|
// Use sphere mapping for this
|
|
state.SetEffect(EFF_SPHEREMAP);
|
|
SetLightAndFog(state);
|
|
state.SetColor(PalEntry(25, globalr >> 1, globalg >> 1, globalb >> 1));
|
|
|
|
state.SetRenderStyle(STYLE_Add);
|
|
state.AlphaFunc(Alpha_Greater, 0);
|
|
|
|
auto tex = TexMan.GetGameTexture(TexMan.mirrorTexture, false);
|
|
state.SetMaterial(tex, UF_None, 0, CLAMP_NONE, 0, -1); // do not upscale the mirror texture.
|
|
|
|
RenderWall(di, state, HWWall::RWF_BLANK);
|
|
|
|
state.EnableTextureMatrix(false);
|
|
state.SetEffect(EFF_NONE);
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
|
|
state.SetDepthFunc(DF_Less);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
|
|
{
|
|
//int tmode = state.GetTextureMode();
|
|
|
|
state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
|
|
|
|
SetLightAndFog(state);
|
|
|
|
int h = texture->GetTexelHeight();
|
|
int h2 = 1 << sizeToBits(h);
|
|
if (h2 < h) h2 *= 2;
|
|
if (h != h2)
|
|
{
|
|
float xOffset = 1.f / texture->GetTexelWidth();
|
|
state.SetNpotEmulation(float(h2) / h, xOffset);
|
|
}
|
|
else
|
|
{
|
|
state.SetNpotEmulation(0.f, 0.f);
|
|
}
|
|
|
|
RenderWall(di, state, rflags);
|
|
|
|
state.SetNpotEmulation(0.f, 0.f);
|
|
/* none of these functions is in use.
|
|
state.SetObjectColor(0xffffffff);
|
|
state.SetObjectColor2(0);
|
|
state.SetAddColor(0);
|
|
state.SetTextureMode(tmode);
|
|
state.EnableGlow(false);
|
|
state.EnableGradient(false);
|
|
state.ApplyTextureManipulation(nullptr);
|
|
*/
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
state.SetRenderStyle(RenderStyle);
|
|
if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
else state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
|
|
{
|
|
if (screen->BuffersArePersistent())
|
|
{
|
|
/*
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
|
|
{
|
|
SetupLights(di, lightdata);
|
|
}
|
|
*/
|
|
MakeVertices(di, !!(flags & HWWall::HWF_TRANSLUCENT));
|
|
}
|
|
|
|
state.SetNormal(glseg.Normal());
|
|
if (!translucent)
|
|
{
|
|
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case RENDERWALL_MIRRORSURFACE:
|
|
RenderMirrorSurface(di, state);
|
|
break;
|
|
|
|
case RENDERWALL_FOGBOUNDARY:
|
|
RenderFogBoundary(di, state);
|
|
break;
|
|
|
|
default:
|
|
RenderTranslucentWall(di, state);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Collect lights for shader
|
|
//
|
|
//==========================================================================
|
|
#if 0
|
|
void HWWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
|
|
{
|
|
lightdata.Clear();
|
|
|
|
if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return; // no lights on additively blended surfaces.
|
|
|
|
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
|
|
switch (type)
|
|
{
|
|
case RENDERWALL_FOGBOUNDARY:
|
|
case RENDERWALL_MIRRORSURFACE:
|
|
case RENDERWALL_COLOR:
|
|
return;
|
|
}
|
|
|
|
float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
|
|
Plane p;
|
|
|
|
|
|
auto normal = glseg.Normal();
|
|
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
|
|
|
|
FLightNode *node;
|
|
if (seg->sidedef == NULL)
|
|
{
|
|
node = NULL;
|
|
}
|
|
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
node = seg->sidedef->lighthead;
|
|
}
|
|
else if (sub)
|
|
{
|
|
// Polobject segs cannot be checked per sidedef so use the subsector instead.
|
|
node = sub->section->lighthead;
|
|
}
|
|
else node = NULL;
|
|
|
|
// Iterate through all dynamic lights which touch this wall and render them
|
|
while (node)
|
|
{
|
|
if (node->lightsource->IsActive())
|
|
{
|
|
iter_dlight++;
|
|
|
|
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector->PortalGroup);
|
|
float x = posrel.X;
|
|
float y = posrel.Y;
|
|
float z = posrel.Z;
|
|
float dist = fabsf(p.DistToPoint(x, z, y));
|
|
float radius = node->lightsource->GetRadius();
|
|
float scale = 1.0f / ((2.f * radius) - dist);
|
|
FVector3 fn, pos;
|
|
|
|
if (radius > 0.f && dist < radius)
|
|
{
|
|
FVector3 nearPt, up, right;
|
|
|
|
pos = { x, z, y };
|
|
fn = p.Normal();
|
|
|
|
fn.GetRightUp(right, up);
|
|
|
|
FVector3 tmpVec = fn * dist;
|
|
nearPt = pos + tmpVec;
|
|
|
|
FVector3 t1;
|
|
int outcnt[4]={0,0,0,0};
|
|
texcoord tcs[4];
|
|
|
|
// do a quick check whether the light touches this polygon
|
|
for(int i=0;i<4;i++)
|
|
{
|
|
t1 = FVector3(&vtx[i*3]);
|
|
FVector3 nearToVert = t1 - nearPt;
|
|
tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
|
|
tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
|
|
|
|
if (tcs[i].u<0) outcnt[0]++;
|
|
if (tcs[i].u>1) outcnt[1]++;
|
|
if (tcs[i].v<0) outcnt[2]++;
|
|
if (tcs[i].v>1) outcnt[3]++;
|
|
|
|
}
|
|
if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
|
|
{
|
|
draw_dlight += GetLight(lightdata, seg->frontsector->PortalGroup, p, node->lightsource, true);
|
|
}
|
|
}
|
|
}
|
|
node = node->nextLight;
|
|
}
|
|
dynlightindex = screen->mLights->UploadLights(lightdata);
|
|
}
|
|
#endif
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::PutWall(HWDrawInfo *di, bool translucent)
|
|
{
|
|
if (translucent || (texture && texture->GetTranslucency() && type == RENDERWALL_M2S))
|
|
{
|
|
flags |= HWF_TRANSLUCENT;
|
|
//ViewDistance = (di->Viewpoint.Pos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared();
|
|
}
|
|
|
|
if (!screen->BuffersArePersistent())
|
|
{
|
|
/*
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
|
|
{
|
|
SetupLights(di, lightdata);
|
|
}
|
|
*/
|
|
MakeVertices(di, translucent);
|
|
}
|
|
|
|
/*
|
|
bool hasDecals = type != RENDERWALL_M2S && seg->sidedef->AttachedDecals;
|
|
if (hasDecals)
|
|
{
|
|
// If we want to use the light infos for the decal we cannot delay the creation until the render pass.
|
|
if (screen->BuffersArePersistent())
|
|
{
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
|
|
{
|
|
SetupLights(di, lightdata);
|
|
}
|
|
}
|
|
ProcessDecals(di);
|
|
}
|
|
*/
|
|
|
|
di->AddWall(this);
|
|
// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
|
|
vertcount = 0;
|
|
dynlightindex = -1;
|
|
flags &= ~HWF_TRANSLUCENT;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// will be done later.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
|
|
{
|
|
HWPortal * portal = nullptr;
|
|
|
|
MakeVertices(di, false);
|
|
switch (ptype)
|
|
{
|
|
#if 0
|
|
// portals don't go into the draw list.
|
|
// Instead they are added to the portal manager
|
|
case PORTALTYPE_HORIZON:
|
|
horizon = portalState.UniqueHorizons.Get(horizon);
|
|
portal = di->FindPortal(horizon);
|
|
if (!portal)
|
|
{
|
|
portal = new HWHorizonPortal(&portalState, horizon, di->Viewpoint);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_SKYBOX:
|
|
portal = di->FindPortal(secportal);
|
|
if (!portal)
|
|
{
|
|
// either a regular skybox or an Eternity-style horizon
|
|
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(&portalState, secportal);
|
|
else
|
|
{
|
|
portal = new HWSkyboxPortal(&portalState, secportal);
|
|
di->Portals.Push(portal);
|
|
}
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
#endif
|
|
|
|
case PORTALTYPE_SECTORSTACK:
|
|
portal = di->FindPortal(this->portal);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSectorStackPortal(&portalState, this->portal);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
#if 0
|
|
case PORTALTYPE_PLANEMIRROR:
|
|
if (portalState.PlaneMirrorMode * planemirror->fC() <= 0)
|
|
{
|
|
planemirror = portalState.UniquePlaneMirrors.Get(planemirror);
|
|
portal = di->FindPortal(planemirror);
|
|
if (!portal)
|
|
{
|
|
portal = new HWPlaneMirrorPortal(&portalState, planemirror);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
}
|
|
break;
|
|
#endif
|
|
case PORTALTYPE_MIRROR:
|
|
// These are unique. No need to look existing ones up.
|
|
portal = new HWMirrorPortal(&portalState, seg);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
if (gl_mirror_envmap)
|
|
{
|
|
// draw a reflective layer over the mirror
|
|
di->AddMirrorSurface(this);
|
|
}
|
|
break;
|
|
|
|
case PORTALTYPE_LINETOLINE:
|
|
// These are also unique.
|
|
portal = new HWLineToLinePortal(&portalState, seg, &wall[seg->portalnum]);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_LINETOSPRITE:
|
|
// These are also unique.
|
|
portal = new HWLineToSpritePortal(&portalState, seg, &sprite[seg->portalnum]);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_SKY:
|
|
sky = portalState.UniqueSkies.Get(sky);
|
|
portal = di->FindPortal(sky);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSkyPortal(screen->mSkyData, &portalState, sky);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
}
|
|
vertcount = 0;
|
|
|
|
if (plane != -1 && portal)
|
|
{
|
|
portal->planesused |= (1<<plane);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Build does not have horizon effects.
|
|
//
|
|
//==========================================================================
|
|
bool HWWall::DoHorizon(HWDrawInfo* di, walltype* seg, sectortype* fs, DVector2& v1, DVector2& v2)
|
|
{
|
|
#if 0
|
|
HWHorizonInfo hi;
|
|
lightlist_t * light;
|
|
|
|
// ZDoom doesn't support slopes in a horizon sector so I won't either!
|
|
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
|
|
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
|
|
|
auto vpz = di->Viewpoint.Pos.Z;
|
|
if (vpz < fs->GetPlaneTexZ(sector_t::ceiling))
|
|
{
|
|
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
|
zbottom[1] = zbottom[0] = vpz;
|
|
|
|
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
|
|
{
|
|
SkyPlane(di, fs, sector_t::ceiling, false);
|
|
}
|
|
else
|
|
{
|
|
hi.plane.GetFromSector(fs, sector_t::ceiling);
|
|
hi.lightlevel = hw_ClampLight(fs->GetCeilingLight());
|
|
hi.colormap = fs->Colormap;
|
|
hi.specialcolor = fs->SpecialColors[sector_t::ceiling];
|
|
|
|
if (di->isFullbrightScene()) hi.colormap.Clear();
|
|
horizon = &hi;
|
|
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
|
}
|
|
ztop[1] = ztop[0] = zbottom[0];
|
|
}
|
|
|
|
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
|
{
|
|
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
|
if (fs->GetTexture(sector_t::floor) == skyflatnum)
|
|
{
|
|
SkyPlane(di, fs, sector_t::floor, false);
|
|
}
|
|
else
|
|
{
|
|
hi.plane.GetFromSector(fs, sector_t::floor);
|
|
hi.lightlevel = hw_ClampLight(fs->GetFloorLight());
|
|
hi.colormap = fs->Colormap;
|
|
hi.specialcolor = fs->SpecialColors[sector_t::floor];
|
|
|
|
horizon = &hi;
|
|
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
|
}
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool HWWall::SetWallCoordinates(walltype * seg, float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
//
|
|
//
|
|
// set up coordinates for the left side of the polygon
|
|
//
|
|
// check left side for intersections
|
|
if (topleft >= bottomleft)
|
|
{
|
|
// normal case
|
|
ztop[0] = topleft;
|
|
zbottom[0] = bottomleft;
|
|
}
|
|
else
|
|
{
|
|
// ceiling below floor - clip to the visible part of the wall
|
|
float dch = topright - topleft;
|
|
float dfh = bottomright - bottomleft;
|
|
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
|
float inter_y = topleft + inter_x * dch;
|
|
|
|
glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
|
glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
|
glseg.fracleft = inter_x;
|
|
|
|
zbottom[0] = ztop[0] = inter_y;
|
|
}
|
|
|
|
//
|
|
//
|
|
// set up coordinates for the right side of the polygon
|
|
//
|
|
// check left side for intersections
|
|
if (topright >= bottomright)
|
|
{
|
|
// normal case
|
|
ztop[1] = topright;
|
|
zbottom[1] = bottomright;
|
|
}
|
|
else
|
|
{
|
|
// ceiling below floor - clip to the visible part of the wall
|
|
float dch = topright - topleft;
|
|
float dfh = bottomright - bottomleft;
|
|
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
|
|
|
float inter_y = topleft + inter_x * dch;
|
|
|
|
glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
|
glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
|
glseg.fracright = inter_x;
|
|
|
|
zbottom[1] = ztop[1] = inter_y;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Do some tweaks with the texture coordinates to reduce visual glitches
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::CheckTexturePosition()
|
|
{
|
|
float sub;
|
|
|
|
if (texture->isHardwareCanvas()) return;
|
|
|
|
// clamp texture coordinates to a reasonable range.
|
|
// Extremely large values can cause visual problems
|
|
if (tcs[UPLFT].v < tcs[LOLFT].v || tcs[UPRGT].v < tcs[LORGT].v)
|
|
{
|
|
if (tcs[UPLFT].v < tcs[UPRGT].v)
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[UPLFT].v));
|
|
}
|
|
else
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[UPRGT].v));
|
|
}
|
|
tcs[UPLFT].v -= sub;
|
|
tcs[UPRGT].v -= sub;
|
|
tcs[LOLFT].v -= sub;
|
|
tcs[LORGT].v -= sub;
|
|
|
|
if ((tcs[UPLFT].v == 0.f && tcs[UPRGT].v == 0.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f) ||
|
|
(tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v == 1.f && tcs[LORGT].v == 1.f))
|
|
{
|
|
flags |= HWF_CLAMPY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (tcs[LOLFT].v < tcs[LORGT].v)
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[LOLFT].v));
|
|
}
|
|
else
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[LORGT].v));
|
|
}
|
|
tcs[UPLFT].v -= sub;
|
|
tcs[UPRGT].v -= sub;
|
|
tcs[LOLFT].v -= sub;
|
|
tcs[LORGT].v -= sub;
|
|
|
|
if ((tcs[LOLFT].v == 0.f && tcs[LORGT].v == 0.f && tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f) ||
|
|
(tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f && tcs[UPLFT].v == 1.f && tcs[UPRGT].v == 1.f))
|
|
{
|
|
flags |= HWF_CLAMPY;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Common part of wall drawers
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float refheight, float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
auto glsave = glseg;
|
|
SetWallCoordinates(wal, topleft, topright, bottomleft, bottomright);
|
|
|
|
bool xflipped = (wal->cstat & CSTAT_WALL_XFLIP);
|
|
float leftdist = xflipped ? 1.f - glseg.fracleft : glseg.fracleft;
|
|
float rightdist = xflipped ? 1.f - glseg.fracright : glseg.fracright;
|
|
|
|
float tw = texture->GetTexelWidth();
|
|
float th = texture->GetTexelHeight();
|
|
int pow2size = 1 << sizeToBits(th);
|
|
if (pow2size < th) pow2size *= 2;
|
|
float ypanning = refwall->ypan_ ? pow2size * refwall->ypan_ / (256.0f * th) : 0;
|
|
|
|
tcs[LOLFT].u = tcs[UPLFT].u = ((leftdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
|
tcs[LORGT].u = tcs[UPRGT].u = ((rightdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
|
|
|
auto setv = [=](float hl, float hr, float frac) -> float
|
|
{
|
|
float h = hl + (hr - hl) * frac;
|
|
h = (-(float)(refheight + (h * 256)) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
|
|
if (wal->cstat & CSTAT_WALL_YFLIP) h = 1.f - h;
|
|
return h;
|
|
};
|
|
|
|
tcs[UPLFT].v = setv(topleft, topright, glseg.fracleft);
|
|
tcs[LOLFT].v = setv(bottomleft, bottomright, glseg.fracleft);
|
|
tcs[UPRGT].v = setv(topleft, topright, glseg.fracright);
|
|
tcs[LORGT].v = setv(bottomleft, bottomright, glseg.fracright);
|
|
if (th == pow2size) CheckTexturePosition(); // for NPOT textures this adjustment can break things.
|
|
bool trans = type == RENDERWALL_M2S && (wal->cstat & CSTAT_WALL_TRANSLUCENT);
|
|
if (trans)
|
|
{
|
|
SetRenderStyleFromBlend(!!(wal->cstat & CSTAT_WALL_TRANSLUCENT), 0, !!(wal->cstat & CSTAT_WALL_TRANS_FLIP));
|
|
alpha = GetAlphaFromBlend((wal->cstat & CSTAT_WALL_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
|
}
|
|
PutWall(di, trans);
|
|
flags = 0;
|
|
glseg = glsave;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Handle one sided walls
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoOneSidedTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight;
|
|
|
|
if ((wal->cstat & CSTAT_WALL_1WAY) && backsector)
|
|
{
|
|
if ((!(wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->cstat & CSTAT_WALL_1WAY)) ||
|
|
((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wall[wal->nextwall].cstat & CSTAT_WALL_ALIGN_BOTTOM)))
|
|
refheight = frontsector->ceilingz;
|
|
else
|
|
refheight = backsector->floorz;
|
|
}
|
|
else
|
|
{
|
|
refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->floorz : frontsector->ceilingz;
|
|
}
|
|
|
|
type = RENDERWALL_M1S;
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoUpperTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->ceilingz;
|
|
|
|
type = RENDERWALL_TOP;
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight;
|
|
auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? &wall[wal->nextwall] : wal;
|
|
refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
|
|
|
|
shade = refwall->shade;
|
|
palette = refwall->pal;
|
|
type = RENDERWALL_BOTTOM;
|
|
DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
|
|
sectortype* front, sectortype* back,
|
|
float fch1, float fch2, float ffh1, float ffh2,
|
|
float bch1, float bch2, float bfh1, float bfh2)
|
|
{
|
|
float topleft,bottomleft,topright,bottomright;
|
|
int refheight;
|
|
|
|
const int swapit = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM);
|
|
|
|
if (wal->cstat & CSTAT_WALL_1WAY)
|
|
{
|
|
// 1-sided wall
|
|
refheight = swapit ? front->ceilingz : back->ceilingz;
|
|
}
|
|
else
|
|
{
|
|
// masked wall
|
|
if (swapit)
|
|
refheight = min(front->floorz, back->floorz);
|
|
else
|
|
refheight = max(front->ceilingz, back->ceilingz);
|
|
}
|
|
|
|
topleft = std::min(bch1,fch1);
|
|
topright = std::min(bch2,fch2);
|
|
bottomleft = std::max(bfh1,ffh1);
|
|
bottomright = std::max(bfh2,ffh2);
|
|
if (topleft<=bottomleft && topright<=bottomright) return;
|
|
type = seg->cstat & CSTAT_WALL_1WAY ? RENDERWALL_M1S : RENDERWALL_M2S;
|
|
|
|
// todo: transparency.
|
|
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
RenderStyle = STYLE_Translucent;
|
|
alpha = 1.f;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector)
|
|
{
|
|
auto backwall = wal->nextwall >= 0 && wal->nextwall < numwalls ? &wall[wal->nextwall] : nullptr;
|
|
auto p2wall = &wall[wal->point2];
|
|
|
|
float fch1;
|
|
float ffh1;
|
|
float fch2;
|
|
float ffh2;
|
|
|
|
FVector2 v1(WallStartX(wal), WallStartY(wal));
|
|
FVector2 v2(WallEndX(wal), WallEndY(wal));
|
|
|
|
PlanesAtPoint(frontsector, wal->x, wal->y, &fch1, &ffh1);
|
|
PlanesAtPoint(frontsector, p2wall->x, p2wall->y, &fch2, &ffh2);
|
|
|
|
|
|
#ifdef _DEBUG
|
|
if (wal - wall == 843)
|
|
{
|
|
int a = 0;
|
|
}
|
|
#endif
|
|
|
|
// note: we always have a valid sidedef and linedef reference when getting here.
|
|
|
|
this->seg = wal;
|
|
this->frontsector = frontsector;
|
|
this->backsector = backsector;
|
|
vertindex = 0;
|
|
vertcount = 0;
|
|
|
|
//vertexes[0] = v1;
|
|
//vertexes[1] = v2;
|
|
|
|
glseg.x1 = v1.X;
|
|
glseg.y1 = v1.Y;
|
|
glseg.x2 = v2.X;
|
|
glseg.y2 = v2.Y;
|
|
glseg.fracleft = 0;
|
|
glseg.fracright = 1;
|
|
flags = 0;
|
|
dynlightindex = -1;
|
|
shade = wal->shade;
|
|
palette = wal->pal;
|
|
fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
|
|
visibility = sectorVisibility(frontsector);
|
|
|
|
alpha = 1.0f;
|
|
RenderStyle = STYLE_Translucent;
|
|
texture = NULL;
|
|
|
|
/*
|
|
if (wal->linedef->special == Line_Horizon)
|
|
{
|
|
SkyNormal(di, frontsector, v1, v2);
|
|
DoHorizon(di, wal, frontsector, v1, v2);
|
|
return;
|
|
}
|
|
*/
|
|
|
|
bool isportal = false;// wal->linedef->isVisualPortal() && wal->sidedef == wal->linedef->sidedef[0];
|
|
|
|
if (seg->portalflags)
|
|
{
|
|
int ptype = -1;
|
|
if (seg->portalflags == PORTAL_WALL_MIRROR) ptype = PORTALTYPE_MIRROR;
|
|
else if (seg->portalflags == PORTAL_WALL_VIEW) ptype = PORTALTYPE_LINETOLINE;
|
|
else if (seg->portalflags == PORTAL_WALL_TO_SPRITE) ptype = PORTALTYPE_LINETOSPRITE;
|
|
if (ptype != -1)
|
|
{
|
|
ztop[0] = fch1;
|
|
ztop[1] = fch2;
|
|
zbottom[0] = ffh1;
|
|
zbottom[1] = ffh2;
|
|
PutPortal(di, ptype, -1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (!backsector || !backwall)
|
|
{
|
|
// sector's sky
|
|
SkyNormal(di, frontsector, v1, v2, fch1, fch2, ffh1, ffh2);
|
|
|
|
// normal texture
|
|
|
|
int tilenum = (wal->cstat & CSTAT_WALL_1WAY) ? wal->overpicnum : wal->picnum;
|
|
setgotpic(tilenum);
|
|
tileUpdatePicnum(&tilenum, int(wal-wall) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoOneSidedTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2);
|
|
}
|
|
}
|
|
else // two sided
|
|
{
|
|
float bfh1;
|
|
float bfh2;
|
|
float bch1;
|
|
float bch2;
|
|
PlanesAtPoint(backsector, wal->x, wal->y, &bch1, &bfh1);
|
|
PlanesAtPoint(backsector, p2wall->x, p2wall->y, &bch2, &bfh2);
|
|
|
|
float zalign = 0.f;
|
|
|
|
if (fch1 > ffh1 || fch2 > ffh2)
|
|
{
|
|
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
|
|
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
|
|
}
|
|
|
|
// upper texture
|
|
if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
float bch1a = bch1;
|
|
float bch2a = bch2;
|
|
if (ffh1 > bch1 && ffh2 > bch2)
|
|
{
|
|
// the back sector's floor obstructs part of this wall
|
|
bch2a = ffh2;
|
|
bch1a = ffh1;
|
|
}
|
|
|
|
if (bch1a < fch1 || bch2a < fch2)
|
|
{
|
|
int tilenum = wal->picnum;
|
|
setgotpic(tilenum);
|
|
tileUpdatePicnum(&tilenum, int(wal - wall) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoUpperTexture(di, wal, frontsector, backsector, fch1, fch2, bch1a, bch2a);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wal->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY))
|
|
{
|
|
int tilenum = wal->overpicnum;
|
|
setgotpic(tilenum);
|
|
tileUpdatePicnum(&tilenum, int(wal - wall) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoMidTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
|
}
|
|
}
|
|
|
|
// lower texture
|
|
if (!(frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
if (fch1 < bfh1 && fch2 < bfh2)
|
|
{
|
|
// the back sector's ceiling obstructs part of this wall.
|
|
bfh1 = fch1;
|
|
bfh2 = fch2;
|
|
}
|
|
|
|
if (bfh1 > ffh1 || bfh2 > ffh2)
|
|
{
|
|
auto w = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? backwall : wal;
|
|
int tilenum = w->picnum;
|
|
setgotpic(tilenum);
|
|
tileUpdatePicnum(&tilenum, int(wal - wall) + 16384, w->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoLowerTexture(di, wal, frontsector, backsector, bfh1, bfh2, ffh1, ffh2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
globalr = globalg = globalb = 255;
|
|
}
|
|
|