// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // BSP traversal, handling of LineSegs for rendering. // // This file contains some code from the Build Engine. // // "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // //----------------------------------------------------------------------------- #include #include "templates.h" #include "doomdef.h" #include "m_bbox.h" #include "i_system.h" #include "p_lnspec.h" #include "p_setup.h" #include "r_local.h" #include "r_main.h" #include "r_plane.h" #include "r_draw.h" #include "r_things.h" #include "r_3dfloors.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" // State. #include "doomstat.h" #include "r_state.h" #include "r_bsp.h" #include "r_segs.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs? EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor); namespace swrenderer { seg_t* curline; side_t* sidedef; line_t* linedef; sector_t* frontsector; sector_t* backsector; // killough 4/7/98: indicates doors closed wrt automap bugfix: int doorclosed; bool r_fakingunderwater; extern bool rw_prepped; extern bool rw_havehigh, rw_havelow; extern int rw_floorstat, rw_ceilstat; extern bool rw_mustmarkfloor, rw_mustmarkceiling; extern short walltop[MAXWIDTH]; // [RH] record max extents of wall extern short wallbottom[MAXWIDTH]; extern short wallupper[MAXWIDTH]; extern short walllower[MAXWIDTH]; double rw_backcz1, rw_backcz2; double rw_backfz1, rw_backfz2; double rw_frontcz1, rw_frontcz2; double rw_frontfz1, rw_frontfz2; size_t MaxDrawSegs; drawseg_t *drawsegs; drawseg_t* firstdrawseg; drawseg_t* ds_p; size_t FirstInterestingDrawseg; TArray InterestingDrawsegs; FWallCoords WallC; FWallTmapVals WallT; static BYTE FakeSide; int WindowLeft, WindowRight; WORD MirrorFlags; TArray WallPortals(1000); // note: this array needs to go away as reallocation can cause crashes. subsector_t *InSubsector; void R_StoreWallRange (int start, int stop); // // R_ClearDrawSegs // void R_ClearDrawSegs (void) { if (drawsegs == NULL) { MaxDrawSegs = 256; // [RH] Default. Increased as needed. firstdrawseg = drawsegs = (drawseg_t *)M_Malloc (MaxDrawSegs * sizeof(drawseg_t)); } FirstInterestingDrawseg = 0; InterestingDrawsegs.Clear (); ds_p = drawsegs; } // // ClipWallSegment // Clips the given range of columns // and includes it in the new clip list. // // // 1/11/98 killough: Since a type "short" is sufficient, we // should use it, since smaller arrays fit better in cache. // struct cliprange_t { short first, last; // killough }; // newend is one past the last valid seg static cliprange_t *newend; static cliprange_t solidsegs[MAXWIDTH/2+2]; //========================================================================== // // R_ClipWallSegment // // Clips the given range of columns, possibly including it in the clip list. // Handles both windows (e.g. LineDefs with upper and lower textures) and // solid walls (e.g. single sided LineDefs [middle texture]) that entirely // block the view. // //========================================================================== bool R_ClipWallSegment (int first, int last, bool solid) { cliprange_t *next, *start; int i, j; bool res = false; // Find the first range that touches the range // (adjacent pixels are touching). start = solidsegs; while (start->last < first) start++; if (first < start->first) { res = true; if (last <= start->first) { // Post is entirely visible (above start). R_StoreWallRange (first, last); if (fake3D & FAKE3D_FAKEMASK) { return true; } // Insert a new clippost for solid walls. if (solid) { if (last == start->first) { start->first = first; } else { next = newend; newend++; while (next != start) { *next = *(next-1); next--; } next->first = first; next->last = last; } } return true; } // There is a fragment above *start. R_StoreWallRange (first, start->first); // Adjust the clip size for solid walls if (solid && !(fake3D & FAKE3D_FAKEMASK)) { start->first = first; } } // Bottom contained in start? if (last <= start->last) return res; next = start; while (last >= (next+1)->first) { // There is a fragment between two posts. R_StoreWallRange (next->last, (next+1)->first); next++; if (last <= next->last) { // Bottom is contained in next. last = next->last; goto crunch; } } // There is a fragment after *next. R_StoreWallRange (next->last, last); crunch: if (fake3D & FAKE3D_FAKEMASK) { return true; } if (solid) { // Adjust the clip size. start->last = last; if (next != start) { // Remove start+1 to next from the clip list, // because start now covers their area. for (i = 1, j = (int)(newend - next); j > 0; i++, j--) { start[i] = next[i]; } newend = start+i; } } return true; } bool R_CheckClipWallSegment (int first, int last) { cliprange_t *start; // Find the first range that touches the range // (adjacent pixels are touching). start = solidsegs; while (start->last < first) start++; if (first < start->first) { return true; } // Bottom contained in start? if (last > start->last) { return true; } return false; } // // R_ClearClipSegs // void R_ClearClipSegs (short left, short right) { solidsegs[0].first = -0x7fff; // new short limit -- killough solidsegs[0].last = left; solidsegs[1].first = right; solidsegs[1].last = 0x7fff; // new short limit -- killough newend = solidsegs+2; } // // killough 3/7/98: Hack floor/ceiling heights for deep water etc. // // If player's view height is underneath fake floor, lower the // drawn ceiling to be just under the floor height, and replace // the drawn floor and ceiling textures, and light level, with // the control sector's. // // Similar for ceiling, only reflected. // // killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter // sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) { // [RH] allow per-plane lighting if (floorlightlevel != NULL) { *floorlightlevel = sec->GetFloorLight (); } if (ceilinglightlevel != NULL) { *ceilinglightlevel = sec->GetCeilingLight (); } FakeSide = FAKED_Center; const sector_t *s = sec->GetHeightSec(); if (s != NULL) { sector_t *heightsec = viewsector->heightsec; bool underwater = r_fakingunderwater || (heightsec && heightsec->floorplane.PointOnSide(ViewPos) <= 0); bool doorunderwater = false; int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES); // Replace sector being drawn with a copy to be hacked *tempsec = *sec; // Replace floor and ceiling height with control sector's heights. if (diffTex) { if (s->floorplane.CopyPlaneIfValid (&tempsec->floorplane, &sec->ceilingplane)) { tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); } else if (s->MoreFlags & SECF_FAKEFLOORONLY) { if (underwater) { tempsec->ColorMap = s->ColorMap; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != NULL) { *floorlightlevel = s->GetFloorLight (); } if (ceilinglightlevel != NULL) { *ceilinglightlevel = s->GetCeilingLight (); } } FakeSide = FAKED_BelowFloor; return tempsec; } return sec; } } else { tempsec->floorplane = s->floorplane; } if (!(s->MoreFlags & SECF_FAKEFLOORONLY)) { if (diffTex) { if (s->ceilingplane.CopyPlaneIfValid (&tempsec->ceilingplane, &sec->floorplane)) { tempsec->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false); } } else { tempsec->ceilingplane = s->ceilingplane; } } double refceilz = s->ceilingplane.ZatPoint(ViewPos); double orgceilz = sec->ceilingplane.ZatPoint(ViewPos); #if 1 // [RH] Allow viewing underwater areas through doors/windows that // are underwater but not in a water sector themselves. // Only works if you cannot see the top surface of any deep water // sectors at the same time. if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL) { if (rw_frontcz1 <= s->floorplane.ZatPoint(curline->v1) && rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2)) { // Check that the window is actually visible for (int z = WallC.sx1; z < WallC.sx2; ++z) { if (floorclip[z] > ceilingclip[z]) { doorunderwater = true; r_fakingunderwater = true; break; } } } } #endif if (underwater || doorunderwater) { tempsec->floorplane = sec->floorplane; tempsec->ceilingplane = s->floorplane; tempsec->ceilingplane.FlipVert (); tempsec->ceilingplane.ChangeHeight(-1 / 65536.); tempsec->ColorMap = s->ColorMap; } // killough 11/98: prevent sudden light changes from non-water sectors: if ((underwater && !back) || doorunderwater) { // head-below-floor hack tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; tempsec->ceilingplane = s->floorplane; tempsec->ceilingplane.FlipVert (); tempsec->ceilingplane.ChangeHeight (-1 / 65536.); if (s->GetTexture(sector_t::ceiling) == skyflatnum) { tempsec->floorplane = tempsec->ceilingplane; tempsec->floorplane.FlipVert (); tempsec->floorplane.ChangeHeight (+1 / 65536.); tempsec->SetTexture(sector_t::ceiling, tempsec->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform; } else { tempsec->SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false); tempsec->planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != NULL) { *floorlightlevel = s->GetFloorLight (); } if (ceilinglightlevel != NULL) { *ceilinglightlevel = s->GetCeilingLight (); } } FakeSide = FAKED_BelowFloor; } else if (heightsec && heightsec->ceilingplane.PointOnSide(ViewPos) <= 0 && orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY)) { // Above-ceiling hack tempsec->ceilingplane = s->ceilingplane; tempsec->floorplane = s->ceilingplane; tempsec->floorplane.FlipVert (); tempsec->floorplane.ChangeHeight (+1 / 65536.); tempsec->ColorMap = s->ColorMap; tempsec->ColorMap = s->ColorMap; tempsec->SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false); tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false); tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform; if (s->GetTexture(sector_t::floor) != skyflatnum) { tempsec->ceilingplane = sec->ceilingplane; tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != NULL) { *floorlightlevel = s->GetFloorLight (); } if (ceilinglightlevel != NULL) { *ceilinglightlevel = s->GetCeilingLight (); } } FakeSide = FAKED_AboveCeiling; } sec = tempsec; // Use other sector } return sec; } bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector) { FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling); FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor); FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling); FSectorPortal *backf = backsector->GetPortal(sector_t::floor); // return true if any of the planes has a linedef-based portal (unless both sides have the same one. // Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those. // (Note: This may require a compatibility option if some maps ran into this for line based portals as well.) if (!frontc->MergeAllowed()) return (frontc != backc); if (!frontf->MergeAllowed()) return (frontf != backf); if (!backc->MergeAllowed()) return true; if (!backf->MergeAllowed()) return true; return false; } // // R_AddLine // Clips the given segment // and adds any visible pieces to the line list. // void R_AddLine (seg_t *line) { static sector_t tempsec; // killough 3/8/98: ceiling/water hack bool solid; DVector2 pt1, pt2; curline = line; // [RH] Color if not texturing line dc_color = (((int)(line - segs) * 8) + 4) & 255; pt1 = line->v1->fPos() - ViewPos; pt2 = line->v2->fPos() - ViewPos; // Reject lines not facing viewer if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0) return; if (WallC.Init(pt1, pt2, 32.0 / (1 << 12))) return; if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft) return; if (line->linedef == NULL) { if (R_CheckClipWallSegment (WallC.sx1, WallC.sx2)) { InSubsector->flags |= SSECF_DRAWN; } return; } // reject lines that aren't seen from the portal (if any) // [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes. if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, ViewPos)) return; vertex_t *v1, *v2; v1 = line->linedef->v1; v2 = line->linedef->v2; if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2)) { // The seg is the entire wall. WallT.InitFromWallCoords(&WallC); } else { // The seg is only part of the wall. if (line->linedef->sidedef[0] != line->sidedef) { swapvalues (v1, v2); } WallT.InitFromLine(v1->fPos() - ViewPos, v2->fPos() - ViewPos); } if (!(fake3D & FAKE3D_FAKEBACK)) { backsector = line->backsector; } rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1); rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1); rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2); rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2); rw_mustmarkfloor = rw_mustmarkceiling = false; rw_havehigh = rw_havelow = false; // Single sided line? if (backsector == NULL) { solid = true; } else { // kg3D - its fake, no transfer_heights if (!(fake3D & FAKE3D_FAKEBACK)) { // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true); } doorclosed = 0; // killough 4/16/98 rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1); rw_backfz1 = backsector->floorplane.ZatPoint(line->v1); rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2); rw_backfz2 = backsector->floorplane.ZatPoint(line->v2); if (fake3D & FAKE3D_FAKEBACK) { if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2) { fake3D |= FAKE3D_CLIPBOTFRONT; } if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2) { fake3D |= FAKE3D_CLIPTOPFRONT; } } // Cannot make these walls solid, because it can result in // sprite clipping problems for sprites near the wall if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2) { rw_havehigh = true; WallMost (wallupper, backsector->ceilingplane, &WallC); } if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2) { rw_havelow = true; WallMost (walllower, backsector->floorplane, &WallC); } // Portal if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0]) { solid = true; } // Closed door. else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2)) { solid = true; } else if ( // properly render skies (consider door "open" if both ceilings are sky): (backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum) // if door is closed because back is shut: && rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2 // preserve a kind of transparent door/lift special effect: && ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid()) && ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->GetTexture(side_t::bottom).isValid())) { // killough 1/18/98 -- This function is used to fix the automap bug which // showed lines behind closed doors simply because the door had a dropoff. // // It assumes that Doom has already ruled out a door being closed because // of front-back closure (e.g. front floor is taller than back ceiling). // This fixes the automap floor height bug -- killough 1/18/98: // killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c doorclosed = true; solid = true; } else if (frontsector->ceilingplane != backsector->ceilingplane || frontsector->floorplane != backsector->floorplane) { // Window. solid = false; } else if (R_SkyboxCompare(frontsector, backsector)) { solid = false; } else if (backsector->lightlevel != frontsector->lightlevel || backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor) || backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling) || curline->sidedef->GetTexture(side_t::mid).isValid() // killough 3/7/98: Take flats offsets into account: || backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform || backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform || backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor) || backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling) || backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor) || backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling) // [RH] Also consider colormaps || backsector->ColorMap != frontsector->ColorMap // kg3D - and fake lights || (frontsector->e && frontsector->e->XFloor.lightlist.Size()) || (backsector->e && backsector->e->XFloor.lightlist.Size()) ) { solid = false; } else { // Reject empty lines used for triggers and special events. // Identical floor and ceiling on both sides, identical light levels // on both sides, and no middle texture. // When using GL nodes, do a clipping test for these lines so we can // mark their subsectors as visible for automap texturing. if (hasglnodes && !(InSubsector->flags & SSECF_DRAWN)) { if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2)) { InSubsector->flags |= SSECF_DRAWN; } } return; } } rw_prepped = false; if (line->linedef->special == Line_Horizon) { // Be aware: Line_Horizon does not work properly with sloped planes clearbufshort (walltop+WallC.sx1, WallC.sx2 - WallC.sx1, centery); clearbufshort (wallbottom+WallC.sx1, WallC.sx2 - WallC.sx1, centery); } else { rw_ceilstat = WallMost (walltop, frontsector->ceilingplane, &WallC); rw_floorstat = WallMost (wallbottom, frontsector->floorplane, &WallC); // [RH] treat off-screen walls as solid #if 0 // Maybe later... if (!solid) { if (rw_ceilstat == 12 && line->sidedef->GetTexture(side_t::top) != 0) { rw_mustmarkceiling = true; solid = true; } if (rw_floorstat == 3 && line->sidedef->GetTexture(side_t::bottom) != 0) { rw_mustmarkfloor = true; solid = true; } } #endif } if (R_ClipWallSegment (WallC.sx1, WallC.sx2, solid)) { InSubsector->flags |= SSECF_DRAWN; } } // // FWallCoords :: Init // // Transform and clip coordinates. Returns true if it was clipped away // bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close) { tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos); tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos); tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin); tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin); if (MirrorFlags & RF_XFLIP) { float t = -tleft.X; tleft.X = -tright.X; tright.X = t; swapvalues(tleft.Y, tright.Y); } if (tleft.X >= -tleft.Y) { if (tleft.X > tleft.Y) return true; // left edge is off the right side if (tleft.Y == 0) return true; sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y); sz1 = tleft.Y; } else { if (tright.X < -tright.Y) return true; // wall is off the left side float den = tleft.X - tright.X - tright.Y + tleft.Y; if (den == 0) return true; sx1 = 0; sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den; } if (sz1 < too_close) return true; if (tright.X <= tright.Y) { if (tright.X < -tright.Y) return true; // right edge is off the left side if (tright.Y == 0) return true; sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y); sz2 = tright.Y; } else { if (tleft.X > tleft.Y) return true; // wall is off the right side float den = tright.Y - tleft.Y - tright.X + tleft.X; if (den == 0) return true; sx2 = viewwidth; sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den; } if (sz2 < too_close || sx2 <= sx1) return true; return false; } void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc) { const FVector2 *left = &wallc->tleft; const FVector2 *right = &wallc->tright; if (MirrorFlags & RF_XFLIP) { swapvalues(left, right); } UoverZorg = left->X * centerx; UoverZstep = -left->Y; InvZorg = (left->X - right->X) * centerx; InvZstep = right->Y - left->Y; } void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right) { // Coordinates should have already had viewx,viewy subtracted double fullx1 = left.X * ViewSin - left.Y * ViewCos; double fullx2 = right.X * ViewSin - right.Y * ViewCos; double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin; double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin; if (MirrorFlags & RF_XFLIP) { fullx1 = -fullx1; fullx2 = -fullx2; } UoverZorg = float(fullx1 * centerx); UoverZstep = float(-fully1); InvZorg = float((fullx1 - fullx2) * centerx); InvZstep = float(fully2 - fully1); } // // R_CheckBBox // Checks BSP node/subtree bounding box. // Returns true if some part of the bbox might be visible. // extern "C" const int checkcoord[12][4] = { {3,0,2,1}, {3,0,2,0}, {3,1,2,0}, {0}, {2,0,2,1}, {0,0,0,0}, {3,1,3,0}, {0}, {2,0,3,1}, {2,1,3,1}, {2,1,3,0} }; static bool R_CheckBBox (float *bspcoord) // killough 1/28/98: static { int boxx; int boxy; int boxpos; double x1, y1, x2, y2; double rx1, ry1, rx2, ry2; int sx1, sx2; cliprange_t* start; // Find the corners of the box // that define the edges from current viewpoint. if (ViewPos.X <= bspcoord[BOXLEFT]) boxx = 0; else if (ViewPos.X < bspcoord[BOXRIGHT]) boxx = 1; else boxx = 2; if (ViewPos.Y >= bspcoord[BOXTOP]) boxy = 0; else if (ViewPos.Y > bspcoord[BOXBOTTOM]) boxy = 1; else boxy = 2; boxpos = (boxy<<2)+boxx; if (boxpos == 5) return true; x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X; y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y; x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X; y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y; // check clip list for an open space // Sitting on a line? if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON) return true; rx1 = x1 * ViewSin - y1 * ViewCos; rx2 = x2 * ViewSin - y2 * ViewCos; ry1 = x1 * ViewTanCos + y1 * ViewTanSin; ry2 = x2 * ViewTanCos + y2 * ViewTanSin; if (MirrorFlags & RF_XFLIP) { double t = -rx1; rx1 = -rx2; rx2 = t; swapvalues(ry1, ry2); } if (rx1 >= -ry1) { if (rx1 > ry1) return false; // left edge is off the right side if (ry1 == 0) return false; sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1); } else { if (rx2 < -ry2) return false; // wall is off the left side if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume sx1 = 0; } if (rx2 <= ry2) { if (rx2 < -ry2) return false; // right edge is off the left side if (ry2 == 0) return false; sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2); } else { if (rx1 > ry1) return false; // wall is off the right side if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume sx2 = viewwidth; } // Find the first clippost that touches the source post // (adjacent pixels are touching). // Does not cross a pixel. if (sx2 <= sx1) return false; start = solidsegs; while (start->last < sx2) start++; if (sx1 >= start->first && sx2 <= start->last) { // The clippost contains the new span. return false; } return true; } void R_Subsector (subsector_t *sub); static void R_AddPolyobjs(subsector_t *sub) { if (sub->BSP == NULL || sub->BSP->bDirty) { sub->BuildPolyBSP(); } if (sub->BSP->Nodes.Size() == 0) { R_Subsector(&sub->BSP->Subsectors[0]); } else { R_RenderBSPNode(&sub->BSP->Nodes.Last()); } } // kg3D - add fake segs, never rendered void R_FakeDrawLoop(subsector_t *sub) { int count; seg_t* line; count = sub->numlines; line = sub->firstline; while (count--) { if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ)) { R_AddLine (line); } line++; } } // // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector (subsector_t *sub) { int count; seg_t* line; sector_t tempsec; // killough 3/7/98: deep water hack int floorlightlevel; // killough 3/16/98: set floor lightlevel int ceilinglightlevel; // killough 4/11/98 bool outersubsector; int fll, cll, position; FSectorPortal *portal; // kg3D - fake floor stuff visplane_t *backupfp; visplane_t *backupcp; //secplane_t templane; lightlist_t *light; if (InSubsector != NULL) { // InSubsector is not NULL. This means we are rendering from a mini-BSP. outersubsector = false; } else { outersubsector = true; InSubsector = sub; } #ifdef RANGECHECK if (outersubsector && sub - subsectors >= (ptrdiff_t)numsubsectors) I_Error ("R_Subsector: ss %ti with numss = %i", sub - subsectors, numsubsectors); #endif assert(sub->sector != NULL); if (sub->polys) { // Render the polyobjs in the subsector first R_AddPolyobjs(sub); if (outersubsector) { InSubsector = NULL; } return; } frontsector = sub->sector; frontsector->MoreFlags |= SECF_DRAWN; count = sub->numlines; line = sub->firstline; // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); // killough 4/11/98 fll = floorlightlevel; cll = ceilinglightlevel; // [RH] set foggy flag foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE); r_actualextralight = foggy ? 0 : extralight << 4; // kg3D - fake lights if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false); basecolormap = light->extra_colormap; // If this is the real ceiling, don't discard plane lighting R_FakeFlat() // accounted for. if (light->p_lightlevel != &frontsector->lightlevel) { ceilinglightlevel = *light->p_lightlevel; } } else { basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; } portal = frontsector->ValidatePortal(sector_t::ceiling); ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 || frontsector->GetTexture(sector_t::ceiling) == skyflatnum || portal != NULL || (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ? R_FindPlane(frontsector->ceilingplane, // killough 3/8/98 frontsector->GetTexture(sector_t::ceiling), ceilinglightlevel + r_actualextralight, // killough 4/11/98 frontsector->GetAlpha(sector_t::ceiling), !!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE), frontsector->planes[sector_t::ceiling].xform, frontsector->sky, portal ) : NULL; if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false); basecolormap = light->extra_colormap; // If this is the real floor, don't discard plane lighting R_FakeFlat() // accounted for. if (light->p_lightlevel != &frontsector->lightlevel) { floorlightlevel = *light->p_lightlevel; } } else { basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; } // killough 3/7/98: Add (x,y) offsets to flats, add deep water check // killough 3/16/98: add floorlightlevel // killough 10/98: add support for skies transferred from sidedefs portal = frontsector->ValidatePortal(sector_t::floor); floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98 frontsector->GetTexture(sector_t::floor) == skyflatnum || portal != NULL || (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ? R_FindPlane(frontsector->floorplane, frontsector->GetTexture(sector_t::floor), floorlightlevel + r_actualextralight, // killough 3/16/98 frontsector->GetAlpha(sector_t::floor), !!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE), frontsector->planes[sector_t::floor].xform, frontsector->sky, portal ) : NULL; // kg3D - fake planes rendering if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) { backupfp = floorplane; backupcp = ceilingplane; // first check all floors for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) { fakeFloor = frontsector->e->XFloor.ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; if (fakeFloor->bottom.plane->isSlope()) continue; if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES))) { R_3D_AddHeight(fakeFloor->top.plane, frontsector); } if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue; fakeAlpha = MIN(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE); if (fakeFloor->validcount != validcount) { fakeFloor->validcount = validcount; R_3D_NewClip(); } double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot); if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) { fake3D = FAKE3D_FAKEFLOOR; tempsec = *fakeFloor->model; tempsec.floorplane = *fakeFloor->top.plane; tempsec.ceilingplane = *fakeFloor->bottom.plane; if (!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR)) { tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling)); position = sector_t::ceiling; } else position = sector_t::floor; frontsector = &tempsec; if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false); basecolormap = light->extra_colormap; floorlightlevel = *light->p_lightlevel; } ceilingplane = NULL; floorplane = R_FindPlane(frontsector->floorplane, frontsector->GetTexture(sector_t::floor), floorlightlevel + r_actualextralight, // killough 3/16/98 frontsector->GetAlpha(sector_t::floor), !!(fakeFloor->flags & FF_ADDITIVETRANS), frontsector->planes[position].xform, frontsector->sky, NULL); R_FakeDrawLoop(sub); fake3D = 0; frontsector = sub->sector; } } // and now ceilings for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++) { fakeFloor = frontsector->e->XFloor.ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; if (fakeFloor->top.plane->isSlope()) continue; if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES))) { R_3D_AddHeight(fakeFloor->bottom.plane, frontsector); } if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE|FF_INVERTSECTOR)) == (FF_SWIMMABLE|FF_INVERTSECTOR)) continue; fakeAlpha = MIN(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE); if (fakeFloor->validcount != validcount) { fakeFloor->validcount = validcount; R_3D_NewClip(); } double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) { fake3D = FAKE3D_FAKECEILING; tempsec = *fakeFloor->model; tempsec.floorplane = *fakeFloor->top.plane; tempsec.ceilingplane = *fakeFloor->bottom.plane; if ((!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR)) || (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR)) { tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor)); position = sector_t::floor; } else position = sector_t::ceiling; frontsector = &tempsec; tempsec.ceilingplane.ChangeHeight(-1 / 65536.); if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false); basecolormap = light->extra_colormap; ceilinglightlevel = *light->p_lightlevel; } tempsec.ceilingplane.ChangeHeight(1 / 65536.); floorplane = NULL; ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98 frontsector->GetTexture(sector_t::ceiling), ceilinglightlevel + r_actualextralight, // killough 4/11/98 frontsector->GetAlpha(sector_t::ceiling), !!(fakeFloor->flags & FF_ADDITIVETRANS), frontsector->planes[position].xform, frontsector->sky, NULL); R_FakeDrawLoop(sub); fake3D = 0; frontsector = sub->sector; } } fakeFloor = NULL; floorplane = backupfp; ceilingplane = backupcp; } basecolormap = frontsector->ColorMap; floorlightlevel = fll; ceilinglightlevel = cll; // killough 9/18/98: Fix underwater slowdown, by passing real sector // instead of fake one. Improve sprite lighting by basing sprite // lightlevels on floor & ceiling lightlevels in the surrounding area. // [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by // it, otherwise they are lit by the floor. R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide); // [RH] Add particles if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors) { // Only do it for the main BSP. int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight); for (WORD i = ParticlesInSubsec[(unsigned int)(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext) { R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide); } } count = sub->numlines; line = sub->firstline; while (count--) { if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ)) { // kg3D - fake planes bounding calculation if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size()) { backupfp = floorplane; backupcp = ceilingplane; floorplane = NULL; ceilingplane = NULL; for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++) { fakeFloor = line->backsector->e->XFloor.ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (!fakeFloor->model) continue; fake3D = FAKE3D_FAKEBACK; tempsec = *fakeFloor->model; tempsec.floorplane = *fakeFloor->top.plane; tempsec.ceilingplane = *fakeFloor->bottom.plane; backsector = &tempsec; if (fakeFloor->validcount != validcount) { fakeFloor->validcount = validcount; R_3D_NewClip(); } R_AddLine(line); // fake } fakeFloor = NULL; fake3D = 0; floorplane = backupfp; ceilingplane = backupcp; } R_AddLine (line); // now real } line++; } if (outersubsector) { InSubsector = NULL; } } // // RenderBSPNode // Renders all subsectors below a given node, traversing subtree recursively. // Just call with BSP root and -1. // killough 5/2/98: reformatted, removed tail recursion void R_RenderBSPNode (void *node) { if (numnodes == 0) { R_Subsector (subsectors); return; } while (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; // Decide which side the view point is on. int side = R_PointOnSide (ViewPos, bsp); // Recursively divide front space (toward the viewer). R_RenderBSPNode (bsp->children[side]); // Possibly divide back space (away from the viewer). side ^= 1; if (!R_CheckBBox (bsp->bbox[side])) return; node = bsp->children[side]; } R_Subsector ((subsector_t *)((BYTE *)node - 1)); } }