mirror of
https://github.com/DrBeef/Raze.git
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f6568fee0c
This was by far the messiest game, there's two reasons for this. First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors. Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection. The only working method is the super-complicated original way to look up portals at run time, just being done at map start. Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
239 lines
7.6 KiB
C++
239 lines
7.6 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 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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// the Free Software Foundation, either version 3 of the License, or
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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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#include "texturemanager.h"
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#include "hw_drawinfo.h"
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#include "hw_drawstructs.h"
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#include "hw_portal.h"
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//#include "hw_lighting.h"
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#include "hw_material.h"
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#include "gamefuncs.h"
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#include "build.h"
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#include "cmdlib.h"
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CVAR(Bool,gl_noskyboxes, false, 0)
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FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilemap);
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//==========================================================================
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//
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// Set up the skyinfo struct
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//
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//==========================================================================
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void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane, PalEntry FadeColor)
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{
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int picnum = plane == plane_ceiling ? sector->ceilingpicnum : sector->floorpicnum;
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float xpanning = plane == plane_ceiling ? sector->ceilingxpan_ : sector->floorxpan_;
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float ypanning = plane == plane_ceiling ? sector->ceilingypan_ : sector->floorypan_;
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int32_t dapyscale = 0, dapskybits = 0, dapyoffs = 0, daptileyscale = 0;
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FGameTexture* skytex = nullptr;
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int realskybits = 0;
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// todo: check for skybox replacement.
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if (!skytex)
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{
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int16_t const* dapskyoff = getpsky(picnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
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skytex = GetSkyTexture(picnum, dapskybits, dapskyoff);
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realskybits = dapskybits;
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if (skytex) dapskybits = 0;
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else skytex = tileGetTexture(picnum);
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}
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float t = (float)((1 << (sizeToBits(tileWidth(picnum)))) << dapskybits);
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int ti = (1 << (sizeToBits(tileHeight(picnum)))); if (ti != tileHeight(picnum)) ti += ti;
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// dapyscale is not relvant for a sky dome.
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sky->y_scale = FixedToFloat(daptileyscale);
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sky->y_offset = dapyoffs*2 + (ypanning * ti / 64.f);
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sky->x_offset = xpanning / (1 << (realskybits - dapskybits));
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sky->fadecolor = FadeColor;
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sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->texture = skytex;
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}
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//==========================================================================
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//
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// Calculate sky texture for ceiling or floor
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//
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//==========================================================================
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void HWWall::SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowreflect)
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{
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int ptype;
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if ((sector->portalflags == PORTAL_SECTOR_CEILING && plane == plane_ceiling) || (sector->portalflags == PORTAL_SECTOR_FLOOR && plane == plane_floor))
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{
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if (screen->instack[1 - plane] || sector->portalnum >= (int)allPortals.Size()) return;
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portal = &allPortals[sector->portalnum];
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PutPortal(di, PORTALTYPE_SECTORSTACK, plane);
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}
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else if ((sector->portalflags == PORTAL_SECTOR_CEILING_REFLECT && plane == plane_ceiling) || (sector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT && plane == plane_floor))
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{
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ptype = PORTALTYPE_PLANEMIRROR;
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if (plane == plane_ceiling && (sector->ceilingstat & CSTAT_SECTOR_SLOPE)) return;
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if (plane == plane_floor && (sector->floorstat & CSTAT_SECTOR_SLOPE)) return;
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planemirror = plane == plane_floor ? §or->floorz : §or->ceilingz;
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PutPortal(di, PORTALTYPE_PLANEMIRROR, plane);
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}
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else
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{
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ptype = PORTALTYPE_SKY;
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HWSkyInfo skyinfo;
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initSkyInfo(di, &skyinfo, sector, plane, fade);
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ptype = PORTALTYPE_SKY;
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sky = &skyinfo;
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PutPortal(di, ptype, plane);
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}
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}
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//==========================================================================
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//
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// Skies on one sided walls
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//
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//==========================================================================
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void HWWall::SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2, float fch1, float fch2, float ffh1, float ffh2)
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{
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if ((fs->ceilingstat & CSTAT_SECTOR_SKY) || fs->portalflags == PORTAL_SECTOR_CEILING || fs->portalflags == PORTAL_SECTOR_CEILING_REFLECT)
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{
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ztop[0] = ztop[1] = 32768.0f;
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zbottom[0] = fch1;
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zbottom[1] = fch2;
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SkyPlane(di, fs, plane_ceiling, true);
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}
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if ((fs->floorstat & CSTAT_SECTOR_SKY) || fs->portalflags == PORTAL_SECTOR_FLOOR || fs->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
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{
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ztop[0] = ffh1;
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ztop[1] = ffh2;
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zbottom[0] = zbottom[1] = -32768.0f;
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SkyPlane(di, fs, plane_floor, true);
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}
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}
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//==========================================================================
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//
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// Upper Skies on two sided walls
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//
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//==========================================================================
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void HWWall::SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2, float fch1, float fch2)
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{
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if (fs->portalflags == PORTAL_SECTOR_CEILING || fs->portalflags == PORTAL_SECTOR_CEILING_REFLECT)
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{
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if (fs->portalflags == PORTAL_SECTOR_CEILING_REFLECT)
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{
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/*
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float backreflect = bs->GetReflect(sectortype::ceiling);
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if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
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{
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// Don't add intra-portal line to the portal.
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return;
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}
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*/
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}
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else
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{
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if (bs->portalflags == PORTAL_SECTOR_CEILING && bs->portalnum == fs->portalnum)
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{
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return;
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}
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}
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}
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else if (fs->ceilingstat & CSTAT_SECTOR_SKY)
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{
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if (bs->ceilingstat & CSTAT_SECTOR_SKY)
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{
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float c1, c2, f1, f2;
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PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
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PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
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// if the back sector is closed the sky must be drawn!
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if (c1 > f1 || c2 > f2) return;
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}
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flags |= HWF_SKYHACK; // mid textures on such lines need special treatment!
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}
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else return;
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ztop[0] = ztop[1] = 32768.0f;
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zbottom[0] = fch1;
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zbottom[1] = fch2;
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SkyPlane(di, fs, plane_ceiling, true);
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}
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//==========================================================================
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//
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// Lower Skies on two sided walls
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//
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//==========================================================================
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void HWWall::SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2, float ffh1, float ffh2)
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{
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if (fs->portalflags == PORTAL_SECTOR_FLOOR || fs->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
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{
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if (fs->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
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{
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/*
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float backreflect = bs->GetReflect(sectortype::floor);
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if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
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{
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// Don't add intra-portal line to the portal.
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return;
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}
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*/
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}
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else
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{
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if (bs->portalflags == PORTAL_SECTOR_FLOOR && bs->portalnum == fs->portalnum)
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{
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return;
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}
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}
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// stacked sectors
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}
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else if (fs->floorstat & CSTAT_SECTOR_SKY)
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{
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float c1, c2, f1, f2;
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PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
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PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
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if (bs->floorstat & CSTAT_SECTOR_SKY)
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{
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// if the back sector is closed the sky must be drawn!
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if (c1 > f1 || c2 > f2) return;
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}
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flags |= HWF_SKYHACK; // mid textures on such lines need special treatment!
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}
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else return;
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zbottom[0] = zbottom[1] = -32768.0f;
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ztop[0] = ffh1;
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ztop[1] = ffh2;
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SkyPlane(di, fs, plane_floor, true);
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}
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