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- split gl_flats.cpp
This commit is contained in:
parent
5cdea39b35
commit
243e12bd8f
5 changed files with 508 additions and 455 deletions
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@ -831,6 +831,7 @@ set( FASTMATH_SOURCES
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hwrenderer/scene/hw_fakeflat.cpp
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hwrenderer/scene/hw_decal.cpp
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hwrenderer/scene/hw_clipper.cpp
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hwrenderer/scene/hw_flats.cpp
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hwrenderer/scene/hw_renderhacks.cpp
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hwrenderer/scene/hw_sky.cpp
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hwrenderer/scene/hw_walls.cpp
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@ -220,6 +220,7 @@ struct FDrawInfo : public HWDrawInfo
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void DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans);
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void ProcessLights(GLFlat *flat, bool istrans);
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void DrawSubsector(GLFlat *flat, subsector_t * sub);
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void SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli);
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// These two may be moved to the API independent part of the renderer later.
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@ -48,51 +48,6 @@
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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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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// Sets the texture matrix according to the plane's texture positioning
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// information
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//
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//==========================================================================
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bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &dest)
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{
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// only manipulate the texture matrix if needed.
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if (!secplane->Offs.isZero() ||
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secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
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secplane->Angle != 0 ||
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gltexture->TextureWidth() != 64 ||
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gltexture->TextureHeight() != 64)
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{
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float uoffs = secplane->Offs.X / gltexture->TextureWidth();
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float voffs = secplane->Offs.Y / gltexture->TextureHeight();
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float xscale1 = secplane->Scale.X;
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float yscale1 = secplane->Scale.Y;
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if (gltexture->tex->bHasCanvas)
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{
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yscale1 = 0 - yscale1;
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}
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float angle = -secplane->Angle;
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float xscale2 = 64.f / gltexture->TextureWidth();
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float yscale2 = 64.f / gltexture->TextureHeight();
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dest.loadIdentity();
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dest.scale(xscale1, yscale1, 1.0f);
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dest.translate(uoffs, voffs, 0.0f);
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dest.scale(xscale2, yscale2, 1.0f);
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dest.rotate(angle, 0.0f, 0.0f, 1.0f);
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// Flats
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@ -100,54 +55,25 @@ bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
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//==========================================================================
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extern FDynLightData lightdata;
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void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli)
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{
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Plane p;
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if (renderstyle == STYLE_Add && !level.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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if (dli != NULL && *dli != -1)
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{
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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}
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lightdata.Clear();
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FLightNode * node = sub->lighthead;
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while (node)
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if (flat->SetupSubsectorLights(pass, sub))
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{
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ADynamicLight * light = node->lightsource;
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if (light->flags2&MF2_DORMANT)
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int d = GLRenderer->mLights->UploadLights(lightdata);
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if (pass == GLPASS_LIGHTSONLY)
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{
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node=node->nextLight;
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continue;
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GLRenderer->mLights->StoreIndex(d);
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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);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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else
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{
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node = node->nextLight;
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continue;
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gl_RenderState.ApplyLightIndex(d);
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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lightdata.GetLight(sub->sector->PortalGroup, p, light, false);
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node = node->nextLight;
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}
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int d = GLRenderer->mLights->UploadLights(lightdata);
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if (pass == GLPASS_LIGHTSONLY)
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{
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GLRenderer->mLights->StoreIndex(d);
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}
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else
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{
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gl_RenderState.ApplyLightIndex(d);
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}
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}
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@ -218,7 +144,7 @@ void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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flat->SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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SetupSubsectorLights(flat, GLPASS_LIGHTSONLY, sub, nullptr);
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}
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}
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@ -231,7 +157,7 @@ void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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while (node)
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{
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flat->SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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SetupSubsectorLights(flat, GLPASS_LIGHTSONLY, node->sub, nullptr);
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node = node->next;
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}
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}
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@ -258,7 +184,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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@ -277,7 +203,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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DrawSubsector(flat, sub);
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}
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}
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@ -292,7 +218,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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while (node)
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{
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, node->sub, &dli);
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DrawSubsector(flat, node->sub);
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node = node->next;
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}
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@ -358,13 +284,6 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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{
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int rel = getExtraLight();
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#ifdef _DEBUG
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if (sector->sectornum == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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auto &plane = flat->plane;
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gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
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@ -485,364 +404,3 @@ void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
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*newflat = *flat;
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}
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//==========================================================================
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//
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// GLFlat::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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inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
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{
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if (di->FixedColormap)
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{
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Colormap.Clear();
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}
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dynlightindex = -1; // make sure this is always initialized to something proper.
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di->AddFlat(this, fog);
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}
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//==========================================================================
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//
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// This draws one flat
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// The passed sector does not indicate the area which is rendered.
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// It is only used as source for the plane data.
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// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
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//
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//==========================================================================
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void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
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{
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plane.GetFromSector(model, whichplane);
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if (whichplane != int(ceiling))
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{
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// Flip the normal if the source plane has a different orientation than what we are about to render.
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plane.plane.FlipVert();
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}
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if (!fog)
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{
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gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
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if (!gltexture) return;
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if (gltexture->tex->isFullbright())
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{
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Colormap.MakeWhite();
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lightlevel=255;
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}
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}
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else
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{
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gltexture = NULL;
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lightlevel = abs(lightlevel);
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}
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// get height from vplane
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if (whichplane == sector_t::floor && sector->transdoor) dz = -1;
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else dz = 0;
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z = plane.plane.ZatPoint(0.f, 0.f);
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PutFlat(di, fog);
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rendered_flats++;
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}
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//==========================================================================
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//
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// Sets 3D floor info. Common code for all 4 cases
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//
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//==========================================================================
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void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
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{
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F3DFloor::planeref & plane = top? rover->top : rover->bottom;
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// FF_FOG requires an inverted logic where to get the light from
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lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
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lightlevel = hw_ClampLight(*light->p_lightlevel);
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if (rover->flags & FF_FOG)
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{
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Colormap.LightColor = light->extra_colormap.FadeColor;
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FlatColor = 0xffffffff;
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}
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else
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{
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Colormap.CopyFrom3DLight(light);
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FlatColor = *plane.flatcolor;
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}
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alpha = rover->alpha/255.0f;
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renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
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if (plane.model->VBOHeightcheck(plane.isceiling))
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{
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vboindex = plane.vindex;
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}
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else
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{
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vboindex = -1;
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}
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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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void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
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{
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lightlist_t * light;
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FSectorPortal *port;
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#ifdef _DEBUG
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if (frontsector->sectornum == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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// Get the real sector for this one.
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sector = &level.sectors[frontsector->sectornum];
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extsector_t::xfloor &x = sector->e->XFloor;
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dynlightindex = -1;
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uint8_t &srf = di->sectorrenderflags[sector->sectornum];
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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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if (frontsector->floorplane.ZatPoint(r_viewpoint.Pos) <= r_viewpoint.Pos.Z)
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{
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// process the original floor first.
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srf |= SSRF_RENDERFLOOR;
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lightlevel = hw_ClampLight(frontsector->GetFloorLight());
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Colormap = frontsector->Colormap;
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FlatColor = frontsector->SpecialColors[sector_t::floor];
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port = frontsector->ValidatePortal(sector_t::floor);
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if ((stack = (port != NULL)))
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{
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if (port->mType == PORTS_STACKEDSECTORTHING)
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{
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di->AddFloorStack(sector); // stacked sector things require visplane merging.
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}
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alpha = frontsector->GetAlpha(sector_t::floor);
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}
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else
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{
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alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
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}
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if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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if (frontsector->VBOHeightcheck(sector_t::floor))
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{
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vboindex = frontsector->vboindex[sector_t::floor];
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}
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else
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{
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vboindex = -1;
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}
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ceiling = false;
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renderflags = SSRF_RENDERFLOOR;
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if (x.ffloors.Size())
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{
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light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
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if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
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&& (light->p_lightlevel != &frontsector->lightlevel))
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{
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lightlevel = hw_ClampLight(*light->p_lightlevel);
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}
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Colormap.CopyFrom3DLight(light);
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}
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renderstyle = STYLE_Translucent;
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Process(di, frontsector, sector_t::floor, false);
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}
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}
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//
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//
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//
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// do ceilings
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//
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//
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//
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if (frontsector->ceilingplane.ZatPoint(r_viewpoint.Pos) >= r_viewpoint.Pos.Z)
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{
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// process the original ceiling first.
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srf |= SSRF_RENDERCEILING;
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lightlevel = hw_ClampLight(frontsector->GetCeilingLight());
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Colormap = frontsector->Colormap;
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FlatColor = frontsector->SpecialColors[sector_t::ceiling];
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port = frontsector->ValidatePortal(sector_t::ceiling);
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if ((stack = (port != NULL)))
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{
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if (port->mType == PORTS_STACKEDSECTORTHING)
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{
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di->AddCeilingStack(sector);
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}
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alpha = frontsector->GetAlpha(sector_t::ceiling);
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}
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else
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{
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alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
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}
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if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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if (frontsector->VBOHeightcheck(sector_t::ceiling))
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{
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vboindex = frontsector->vboindex[sector_t::ceiling];
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}
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else
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{
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vboindex = -1;
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}
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ceiling = true;
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renderflags = SSRF_RENDERCEILING;
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if (x.ffloors.Size())
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{
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light = P_GetPlaneLight(sector, §or->ceilingplane, true);
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if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
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&& (light->p_lightlevel != &frontsector->lightlevel))
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{
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lightlevel = hw_ClampLight(*light->p_lightlevel);
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}
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Colormap.CopyFrom3DLight(light);
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}
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renderstyle = STYLE_Translucent;
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Process(di, frontsector, sector_t::ceiling, false);
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}
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}
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//
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//
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//
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// do 3D floors
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//
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//
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//
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stack = false;
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if (x.ffloors.Size())
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{
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player_t * player = players[consoleplayer].camera->player;
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renderflags = SSRF_RENDER3DPLANES;
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srf |= SSRF_RENDER3DPLANES;
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// 3d-floors must not overlap!
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double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
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double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
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F3DFloor * rover;
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int k;
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// floors are ordered now top to bottom so scanning the list for the best match
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// is no longer necessary.
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ceiling = true;
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Colormap = frontsector->Colormap;
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for (k = 0; k < (int)x.ffloors.Size(); k++)
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{
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rover = x.ffloors[k];
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if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
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{
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if (rover->flags&FF_FOG && di->FixedColormap) continue;
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if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
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{
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double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
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if (ff_top < lastceilingheight)
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{
|
||||
if (r_viewpoint.Pos.Z <= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_top;
|
||||
}
|
||||
}
|
||||
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom < lastceilingheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z <= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_bottom;
|
||||
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ceiling = false;
|
||||
for (k = x.ffloors.Size() - 1; k >= 0; k--)
|
||||
{
|
||||
rover = x.ffloors[k];
|
||||
|
||||
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
||||
{
|
||||
if (rover->flags&FF_FOG && di->FixedColormap) continue;
|
||||
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
||||
{
|
||||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
||||
if (rover->flags&FF_FIX)
|
||||
{
|
||||
lightlevel = hw_ClampLight(rover->model->lightlevel);
|
||||
Colormap = rover->GetColormap();
|
||||
}
|
||||
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_bottom;
|
||||
}
|
||||
}
|
||||
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_top > lastfloorheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_top;
|
||||
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -311,7 +311,7 @@ public:
|
|||
|
||||
int dynlightindex;
|
||||
|
||||
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
|
||||
bool SetupSubsectorLights(int pass, subsector_t * sub);
|
||||
|
||||
void PutFlat(HWDrawInfo *di, bool fog = false);
|
||||
void Process(HWDrawInfo *di, sector_t * model, int whichplane, bool notexture);
|
||||
|
|
493
src/hwrenderer/scene/hw_flats.cpp
Normal file
493
src/hwrenderer/scene/hw_flats.cpp
Normal file
|
@ -0,0 +1,493 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_flat.cpp
|
||||
** Flat processing
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "r_defs.h"
|
||||
#include "r_sky.h"
|
||||
#include "r_utility.h"
|
||||
#include "doomstat.h"
|
||||
#include "d_player.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "r_data/matrix.h"
|
||||
#include "hwrenderer/dynlights/hw_dynlightdata.h"
|
||||
#include "hwrenderer/utility/hw_cvars.h"
|
||||
#include "hwrenderer/utility/hw_clock.h"
|
||||
#include "hwrenderer/utility/hw_lighting.h"
|
||||
#include "hwrenderer/textures/hw_material.h"
|
||||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
#include "hw_drawstructs.h"
|
||||
|
||||
#ifdef _DEBUG
|
||||
CVAR(Int, gl_breaksec, -1, 0)
|
||||
#endif
|
||||
//==========================================================================
|
||||
//
|
||||
// Sets the texture matrix according to the plane's texture positioning
|
||||
// information
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &dest)
|
||||
{
|
||||
// only manipulate the texture matrix if needed.
|
||||
if (!secplane->Offs.isZero() ||
|
||||
secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
|
||||
secplane->Angle != 0 ||
|
||||
gltexture->TextureWidth() != 64 ||
|
||||
gltexture->TextureHeight() != 64)
|
||||
{
|
||||
float uoffs = secplane->Offs.X / gltexture->TextureWidth();
|
||||
float voffs = secplane->Offs.Y / gltexture->TextureHeight();
|
||||
|
||||
float xscale1 = secplane->Scale.X;
|
||||
float yscale1 = secplane->Scale.Y;
|
||||
if (gltexture->tex->bHasCanvas)
|
||||
{
|
||||
yscale1 = 0 - yscale1;
|
||||
}
|
||||
float angle = -secplane->Angle;
|
||||
|
||||
float xscale2 = 64.f / gltexture->TextureWidth();
|
||||
float yscale2 = 64.f / gltexture->TextureHeight();
|
||||
|
||||
dest.loadIdentity();
|
||||
dest.scale(xscale1, yscale1, 1.0f);
|
||||
dest.translate(uoffs, voffs, 0.0f);
|
||||
dest.scale(xscale2, yscale2, 1.0f);
|
||||
dest.rotate(angle, 0.0f, 0.0f, 1.0f);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Flats
|
||||
//
|
||||
//==========================================================================
|
||||
extern FDynLightData lightdata;
|
||||
|
||||
bool GLFlat::SetupSubsectorLights(int pass, subsector_t * sub)
|
||||
{
|
||||
Plane p;
|
||||
|
||||
if (renderstyle == STYLE_Add && !level.lightadditivesurfaces) return false; // no lights on additively blended surfaces.
|
||||
|
||||
lightdata.Clear();
|
||||
FLightNode * node = sub->lighthead;
|
||||
while (node)
|
||||
{
|
||||
ADynamicLight * light = node->lightsource;
|
||||
|
||||
if (light->flags2&MF2_DORMANT)
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
}
|
||||
iter_dlightf++;
|
||||
|
||||
// we must do the side check here because gl_GetLight needs the correct plane orientation
|
||||
// which we don't have for Legacy-style 3D-floors
|
||||
double planeh = plane.plane.ZatPoint(light);
|
||||
if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
}
|
||||
|
||||
p.Set(plane.plane.Normal(), plane.plane.fD());
|
||||
lightdata.GetLight(sub->sector->PortalGroup, p, light, false);
|
||||
node = node->nextLight;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GLFlat::PutFlat
|
||||
//
|
||||
// submit to the renderer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
|
||||
{
|
||||
if (di->FixedColormap)
|
||||
{
|
||||
Colormap.Clear();
|
||||
}
|
||||
dynlightindex = -1; // make sure this is always initialized to something proper.
|
||||
di->AddFlat(this, fog);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// This draws one flat
|
||||
// The passed sector does not indicate the area which is rendered.
|
||||
// It is only used as source for the plane data.
|
||||
// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
|
||||
{
|
||||
plane.GetFromSector(model, whichplane);
|
||||
if (whichplane != int(ceiling))
|
||||
{
|
||||
// Flip the normal if the source plane has a different orientation than what we are about to render.
|
||||
plane.plane.FlipVert();
|
||||
}
|
||||
|
||||
if (!fog)
|
||||
{
|
||||
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
|
||||
if (!gltexture) return;
|
||||
if (gltexture->tex->isFullbright())
|
||||
{
|
||||
Colormap.MakeWhite();
|
||||
lightlevel=255;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gltexture = NULL;
|
||||
lightlevel = abs(lightlevel);
|
||||
}
|
||||
|
||||
// get height from vplane
|
||||
if (whichplane == sector_t::floor && sector->transdoor) dz = -1;
|
||||
else dz = 0;
|
||||
|
||||
z = plane.plane.ZatPoint(0.f, 0.f);
|
||||
|
||||
PutFlat(di, fog);
|
||||
rendered_flats++;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Sets 3D floor info. Common code for all 4 cases
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
|
||||
{
|
||||
F3DFloor::planeref & plane = top? rover->top : rover->bottom;
|
||||
|
||||
// FF_FOG requires an inverted logic where to get the light from
|
||||
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
|
||||
lightlevel = hw_ClampLight(*light->p_lightlevel);
|
||||
|
||||
if (rover->flags & FF_FOG)
|
||||
{
|
||||
Colormap.LightColor = light->extra_colormap.FadeColor;
|
||||
FlatColor = 0xffffffff;
|
||||
}
|
||||
else
|
||||
{
|
||||
Colormap.CopyFrom3DLight(light);
|
||||
FlatColor = *plane.flatcolor;
|
||||
}
|
||||
|
||||
|
||||
alpha = rover->alpha/255.0f;
|
||||
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
|
||||
if (plane.model->VBOHeightcheck(plane.isceiling))
|
||||
{
|
||||
vboindex = plane.vindex;
|
||||
}
|
||||
else
|
||||
{
|
||||
vboindex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Process a sector's flats for rendering
|
||||
// This function is only called once per sector.
|
||||
// Subsequent subsectors are just quickly added to the ss_renderflags array
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
||||
{
|
||||
lightlist_t * light;
|
||||
FSectorPortal *port;
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (frontsector->sectornum == gl_breaksec)
|
||||
{
|
||||
int a = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Get the real sector for this one.
|
||||
sector = &level.sectors[frontsector->sectornum];
|
||||
extsector_t::xfloor &x = sector->e->XFloor;
|
||||
dynlightindex = -1;
|
||||
|
||||
uint8_t &srf = di->sectorrenderflags[sector->sectornum];
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// do floors
|
||||
//
|
||||
//
|
||||
//
|
||||
if (frontsector->floorplane.ZatPoint(r_viewpoint.Pos) <= r_viewpoint.Pos.Z)
|
||||
{
|
||||
// process the original floor first.
|
||||
|
||||
srf |= SSRF_RENDERFLOOR;
|
||||
|
||||
lightlevel = hw_ClampLight(frontsector->GetFloorLight());
|
||||
Colormap = frontsector->Colormap;
|
||||
FlatColor = frontsector->SpecialColors[sector_t::floor];
|
||||
port = frontsector->ValidatePortal(sector_t::floor);
|
||||
if ((stack = (port != NULL)))
|
||||
{
|
||||
if (port->mType == PORTS_STACKEDSECTORTHING)
|
||||
{
|
||||
di->AddFloorStack(sector); // stacked sector things require visplane merging.
|
||||
}
|
||||
alpha = frontsector->GetAlpha(sector_t::floor);
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
|
||||
}
|
||||
|
||||
if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
|
||||
{
|
||||
if (frontsector->VBOHeightcheck(sector_t::floor))
|
||||
{
|
||||
vboindex = frontsector->vboindex[sector_t::floor];
|
||||
}
|
||||
else
|
||||
{
|
||||
vboindex = -1;
|
||||
}
|
||||
|
||||
ceiling = false;
|
||||
renderflags = SSRF_RENDERFLOOR;
|
||||
|
||||
if (x.ffloors.Size())
|
||||
{
|
||||
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
|
||||
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
|
||||
&& (light->p_lightlevel != &frontsector->lightlevel))
|
||||
{
|
||||
lightlevel = hw_ClampLight(*light->p_lightlevel);
|
||||
}
|
||||
|
||||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
Process(di, frontsector, sector_t::floor, false);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// do ceilings
|
||||
//
|
||||
//
|
||||
//
|
||||
if (frontsector->ceilingplane.ZatPoint(r_viewpoint.Pos) >= r_viewpoint.Pos.Z)
|
||||
{
|
||||
// process the original ceiling first.
|
||||
|
||||
srf |= SSRF_RENDERCEILING;
|
||||
|
||||
lightlevel = hw_ClampLight(frontsector->GetCeilingLight());
|
||||
Colormap = frontsector->Colormap;
|
||||
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
|
||||
port = frontsector->ValidatePortal(sector_t::ceiling);
|
||||
if ((stack = (port != NULL)))
|
||||
{
|
||||
if (port->mType == PORTS_STACKEDSECTORTHING)
|
||||
{
|
||||
di->AddCeilingStack(sector);
|
||||
}
|
||||
alpha = frontsector->GetAlpha(sector_t::ceiling);
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
|
||||
}
|
||||
|
||||
if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
{
|
||||
if (frontsector->VBOHeightcheck(sector_t::ceiling))
|
||||
{
|
||||
vboindex = frontsector->vboindex[sector_t::ceiling];
|
||||
}
|
||||
else
|
||||
{
|
||||
vboindex = -1;
|
||||
}
|
||||
|
||||
ceiling = true;
|
||||
renderflags = SSRF_RENDERCEILING;
|
||||
|
||||
if (x.ffloors.Size())
|
||||
{
|
||||
light = P_GetPlaneLight(sector, §or->ceilingplane, true);
|
||||
|
||||
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
|
||||
&& (light->p_lightlevel != &frontsector->lightlevel))
|
||||
{
|
||||
lightlevel = hw_ClampLight(*light->p_lightlevel);
|
||||
}
|
||||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
Process(di, frontsector, sector_t::ceiling, false);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// do 3D floors
|
||||
//
|
||||
//
|
||||
//
|
||||
|
||||
stack = false;
|
||||
if (x.ffloors.Size())
|
||||
{
|
||||
player_t * player = players[consoleplayer].camera->player;
|
||||
|
||||
renderflags = SSRF_RENDER3DPLANES;
|
||||
srf |= SSRF_RENDER3DPLANES;
|
||||
// 3d-floors must not overlap!
|
||||
double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
|
||||
double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
|
||||
F3DFloor * rover;
|
||||
int k;
|
||||
|
||||
// floors are ordered now top to bottom so scanning the list for the best match
|
||||
// is no longer necessary.
|
||||
|
||||
ceiling = true;
|
||||
Colormap = frontsector->Colormap;
|
||||
for (k = 0; k < (int)x.ffloors.Size(); k++)
|
||||
{
|
||||
rover = x.ffloors[k];
|
||||
|
||||
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
||||
{
|
||||
if (rover->flags&FF_FOG && di->FixedColormap) continue;
|
||||
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
||||
{
|
||||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_top < lastceilingheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z <= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_top;
|
||||
}
|
||||
}
|
||||
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom < lastceilingheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z <= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_bottom;
|
||||
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ceiling = false;
|
||||
for (k = x.ffloors.Size() - 1; k >= 0; k--)
|
||||
{
|
||||
rover = x.ffloors[k];
|
||||
|
||||
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
||||
{
|
||||
if (rover->flags&FF_FOG && di->FixedColormap) continue;
|
||||
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
||||
{
|
||||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->bottom.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
|
||||
if (rover->flags&FF_FIX)
|
||||
{
|
||||
lightlevel = hw_ClampLight(rover->model->lightlevel);
|
||||
Colormap = rover->GetColormap();
|
||||
}
|
||||
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_bottom;
|
||||
}
|
||||
}
|
||||
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
if (ff_top > lastfloorheight)
|
||||
{
|
||||
if (r_viewpoint.Pos.Z >= rover->top.plane->ZatPoint(r_viewpoint.Pos))
|
||||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_top;
|
||||
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in a new issue