// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "gl/system/gl_system.h" #include "p_local.h" #include "p_lnspec.h" #include "a_sharedglobal.h" #include "g_level.h" #include "templates.h" #include "vectors.h" #include "r_defs.h" #include "r_sky.h" #include "r_utility.h" #include "p_maputl.h" #include "doomdata.h" #include "portal.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/data/gl_data.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/dynlights/gl_glow.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_geometric.h" #include "gl/utility/gl_templates.h" #include "gl/shaders/gl_shader.h" //========================================================================== // // Checks whether a wall should glow // //========================================================================== void GLWall::CheckGlowing() { bottomglowcolor[3] = topglowcolor[3] = 0; if (!gl_isFullbright(Colormap.LightColor, lightlevel)) { FTexture *tex = TexMan[topflat]; if (tex != NULL && tex->isGlowing()) { flags |= GLWall::GLWF_GLOW; tex->GetGlowColor(topglowcolor); topglowcolor[3] = tex->gl_info.GlowHeight; } tex = TexMan[bottomflat]; if (tex != NULL && tex->isGlowing()) { flags |= GLWall::GLWF_GLOW; tex->GetGlowColor(bottomglowcolor); bottomglowcolor[3] = tex->gl_info.GlowHeight; } } } //========================================================================== // // // //========================================================================== void GLWall::PutWall(bool translucent) { int list; static char passflag[] = { 0, //RENDERWALL_NONE, 1, //RENDERWALL_TOP, // unmasked 1, //RENDERWALL_M1S, // unmasked 2, //RENDERWALL_M2S, // depends on render and texture settings 1, //RENDERWALL_BOTTOM, // unmasked 3, //RENDERWALL_FOGBOUNDARY, // translucent 1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR 2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary. 3, //RENDERWALL_COLOR, // translucent 2, //RENDERWALL_FFBLOCK // depends on render and texture settings }; if (gltexture && gltexture->GetTransparent() && passflag[type] == 2) { translucent = true; } if (gl_fixedcolormap) { // light planes don't get drawn with fullbright rendering if (gltexture == NULL) return; Colormap.Clear(); } CheckGlowing(); if (translucent) // translucent walls { ViewDistance = (ViewPos - (seg->linedef->v1->fPos() + seg->linedef->Delta() / 2)).XY().LengthSquared(); if (gl.buffermethod == BM_DEFERRED) MakeVertices(true); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this); } else { if (gl.legacyMode && !translucent) { if (PutWallCompat(passflag[type])) return; } bool masked; masked = passflag[type] == 1 ? false : (gltexture && gltexture->isMasked()); if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) { list = GLDL_MASKEDWALLSOFS; } else { list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS; } if (gl.buffermethod == BM_DEFERRED) MakeVertices(false); gl_drawinfo->drawlists[list].AddWall(this); } lightlist = NULL; vertcount = 0; // make sure that following parts of the same linedef do not get this one's vertex info. } void GLWall::PutPortal(int ptype) { GLPortal * portal; if (gl.buffermethod == BM_DEFERRED) MakeVertices(false); switch (ptype) { // portals don't go into the draw list. // Instead they are added to the portal manager case PORTALTYPE_HORIZON: horizon=UniqueHorizons.Get(horizon); portal=GLPortal::FindPortal(horizon); if (!portal) portal=new GLHorizonPortal(horizon); portal->AddLine(this); break; case PORTALTYPE_SKYBOX: portal = GLPortal::FindPortal(secportal); if (!portal) { // either a regular skybox or an Eternity-style horizon if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(secportal); else portal = new GLSkyboxPortal(secportal); } portal->AddLine(this); break; case PORTALTYPE_SECTORSTACK: portal = this->portal->GetRenderState(); portal->AddLine(this); break; case PORTALTYPE_PLANEMIRROR: if (GLPortal::PlaneMirrorMode * planemirror->fC() <=0) { //@sync-portal planemirror=UniquePlaneMirrors.Get(planemirror); portal=GLPortal::FindPortal(planemirror); if (!portal) portal=new GLPlaneMirrorPortal(planemirror); portal->AddLine(this); } break; case PORTALTYPE_MIRROR: portal=GLPortal::FindPortal(seg->linedef); if (!portal) portal=new GLMirrorPortal(seg->linedef); portal->AddLine(this); if (gl_mirror_envmap) { // draw a reflective layer over the mirror type=RENDERWALL_MIRRORSURFACE; gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].AddWall(this); } break; case PORTALTYPE_LINETOLINE: portal=GLPortal::FindPortal(lineportal); if (!portal) { line_t *otherside = lineportal->lines[0]->mDestination; if (otherside != NULL && otherside->portalindex < linePortals.Size()) { gl_RenderActorsInPortal(linePortalToGL[otherside->portalindex]); } portal = new GLLineToLinePortal(lineportal); } portal->AddLine(this); break; case PORTALTYPE_SKY: portal=GLPortal::FindPortal(sky); if (!portal) portal=new GLSkyPortal(sky); portal->AddLine(this); break; } vertcount = 0; } //========================================================================== // // Sets 3D-floor lighting info // //========================================================================== void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent) { // only modify the light level if it doesn't originate from the seg's frontsector. This is to account for light transferring effects if (lightlist->p_lightlevel != &seg->sidedef->sector->lightlevel) { lightlevel = gl_ClampLight(*lightlist->p_lightlevel); } // relative light won't get changed here. It is constant across the entire wall. Colormap.CopyFrom3DLight(lightlist); PutWall(translucent); } //========================================================================== // // Splits a wall vertically if a 3D-floor // creates different lighting across the wall // //========================================================================== bool GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright) { GLWall copyWall1, copyWall2; // check for an intersection with the upper plane if ((maplightbottomleftztop[1]) || (maplightbottomleft>ztop[0] && maplightbottomright(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1)); float dch = ztop[1] - ztop[0]; float dfh = maplightbottomright - maplightbottomleft; float coeff = (ztop[0] - maplightbottomleft) / (dfh - dch); // check for inaccuracies - let's be a little generous here! if (coeff*clen<.1f) { maplightbottomleft = ztop[0]; } else if (coeff*clen>clen - .1f) { maplightbottomright = ztop[1]; } else { // split the wall in two at the intersection and recursively split both halves copyWall1 = copyWall2 = *this; copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1); copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1); copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]); copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]); copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft); copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u); copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v); copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u); copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v); copyWall1.SplitWall(frontsector, translucent); copyWall2.SplitWall(frontsector, translucent); return true; } } // check for an intersection with the lower plane if ((maplightbottomleftzbottom[1]) || (maplightbottomleft>zbottom[0] && maplightbottomright(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1)); float dch = zbottom[1] - zbottom[0]; float dfh = maplightbottomright - maplightbottomleft; float coeff = (zbottom[0] - maplightbottomleft) / (dfh - dch); // check for inaccuracies - let's be a little generous here because there's // some conversions between floats and fixed_t's involved if (coeff*clen<.1f) { maplightbottomleft = zbottom[0]; } else if (coeff*clen>clen - .1f) { maplightbottomright = zbottom[1]; } else { // split the wall in two at the intersection and recursively split both halves copyWall1 = copyWall2 = *this; copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1); copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1); copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]); copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]); copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft); copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u); copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v); copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u); copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v); copyWall1.SplitWall(frontsector, translucent); copyWall2.SplitWall(frontsector, translucent); return true; } } return false; } void GLWall::SplitWall(sector_t * frontsector, bool translucent) { GLWall copyWall1; float maplightbottomleft; float maplightbottomright; unsigned int i; int origlight = lightlevel; FColormap origcm=Colormap; TArray & lightlist=frontsector->e->XFloor.lightlist; if (glseg.x1==glseg.x2 && glseg.y1==glseg.y2) { return; } //::SplitWall.Clock(); #ifdef _DEBUG if (seg->linedef-lines==1) { int a = 0; } #endif if (lightlist.Size()>1) { for(i=0;i=ztop[0] && maplightbottomright>=ztop[1]) { continue; } // check for an intersection with the upper and lower planes of the wall segment if ((maplightbottomleftztop[1]) || (maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) || (maplightbottomleftzbottom[1]) || (maplightbottomleft > zbottom[0] && maplightbottomright < zbottom[1])) { if (!(gl.flags & RFL_NO_CLIP_PLANES)) { // Use hardware clipping if this cannot be done cleanly. this->lightlist = &lightlist; PutWall(translucent); goto out; } // crappy fallback if no clip planes available else if (SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright)) { goto out; } } // 3D floor is completely within this light if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1]) { Put3DWall(&lightlist[i], translucent); goto out; } if (maplightbottomleft<=ztop[0] && maplightbottomright<=ztop[1] && (maplightbottomleft!=ztop[0] || maplightbottomright!=ztop[1])) { copyWall1=*this; copyWall1.flags |= GLWF_NOSPLITLOWER; flags |= GLWF_NOSPLITUPPER; ztop[0]=copyWall1.zbottom[0]=maplightbottomleft; ztop[1]=copyWall1.zbottom[1]=maplightbottomright; tcs[UPLFT].v=copyWall1.tcs[LOLFT].v=copyWall1.tcs[UPLFT].v+ (maplightbottomleft-copyWall1.ztop[0])*(copyWall1.tcs[LOLFT].v-copyWall1.tcs[UPLFT].v)/(zbottom[0]-copyWall1.ztop[0]); tcs[UPRGT].v=copyWall1.tcs[LORGT].v=copyWall1.tcs[UPRGT].v+ (maplightbottomright-copyWall1.ztop[1])*(copyWall1.tcs[LORGT].v-copyWall1.tcs[UPRGT].v)/(zbottom[1]-copyWall1.ztop[1]); copyWall1.Put3DWall(&lightlist[i], translucent); } if (ztop[0]==zbottom[0] && ztop[1]==zbottom[1]) { //::SplitWall.Unclock(); goto out; } } } Put3DWall(&lightlist[lightlist.Size()-1], translucent); out: lightlevel=origlight; Colormap=origcm; flags &= ~GLWF_NOSPLITUPPER; this->lightlist = NULL; //::SplitWall.Unclock(); } //========================================================================== // // // //========================================================================== bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) { GLHorizonInfo hi; lightlist_t * light; // ZDoom doesn't support slopes in a horizon sector so I won't either! ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling); zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); if (ViewPos.Z < fs->GetPlaneTexZ(sector_t::ceiling)) { if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor)) zbottom[1] = zbottom[0] = ViewPos.Z; if (fs->GetTexture(sector_t::ceiling) == skyflatnum) { SkyPlane(fs, sector_t::ceiling, false); } else { hi.plane.GetFromSector(fs, sector_t::ceiling); hi.lightlevel = gl_ClampLight(fs->GetCeilingLight()); hi.colormap = fs->ColorMap; if (fs->e->XFloor.ffloors.Size()) { light = P_GetPlaneLight(fs, &fs->ceilingplane, true); if(!(fs->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING)) hi.lightlevel = gl_ClampLight(*light->p_lightlevel); hi.colormap.LightColor = (light->extra_colormap)->Color; } if (gl_fixedcolormap) hi.colormap.Clear(); horizon = &hi; PutPortal(PORTALTYPE_HORIZON); } ztop[1] = ztop[0] = zbottom[0]; } if (ViewPos.Z > fs->GetPlaneTexZ(sector_t::floor)) { zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor); if (fs->GetTexture(sector_t::floor) == skyflatnum) { SkyPlane(fs, sector_t::floor, false); } else { hi.plane.GetFromSector(fs, sector_t::floor); hi.lightlevel = gl_ClampLight(fs->GetFloorLight()); hi.colormap = fs->ColorMap; if (fs->e->XFloor.ffloors.Size()) { light = P_GetPlaneLight(fs, &fs->floorplane, false); if(!(fs->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING)) hi.lightlevel = gl_ClampLight(*light->p_lightlevel); hi.colormap.LightColor = (light->extra_colormap)->Color; } if (gl_fixedcolormap) hi.colormap.Clear(); horizon = &hi; PutPortal(PORTALTYPE_HORIZON); } } return true; } //========================================================================== // // // //========================================================================== bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float texturetop, float topleft, float topright, float bottomleft, float bottomright, float t_ofs) { // // // set up texture coordinate stuff // // float l_ul; float texlength; if (gltexture) { float length = seg->sidedef ? seg->sidedef->TexelLength : Dist2(glseg.x1, glseg.y1, glseg.x2, glseg.y2); l_ul = tci->FloatToTexU(tci->TextureOffset(t_ofs)); texlength = tci->FloatToTexU(length); } else { tci = NULL; l_ul = 0; texlength = 0; } // // // set up coordinates for the left side of the polygon // // check left side for intersections if (topleft >= bottomleft) { // normal case ztop[0] = topleft; zbottom[0] = bottomleft; if (tci) { tcs[UPLFT].v = tci->FloatToTexV(-ztop[0] + texturetop); tcs[LOLFT].v = tci->FloatToTexV(-zbottom[0] + texturetop); } } else { // ceiling below floor - clip to the visible part of the wall float dch = topright - topleft; float dfh = bottomright - bottomleft; float inter_x = (bottomleft - topleft) / (dch - dfh); float inter_y = topleft + inter_x * dch; glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1); glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1); glseg.fracleft = inter_x; zbottom[0] = ztop[0] = inter_y; if (tci) { tcs[LOLFT].v = tcs[UPLFT].v = tci->FloatToTexV(-ztop[0] + texturetop); } } // // // set up coordinates for the right side of the polygon // // check left side for intersections if (topright >= bottomright) { // normal case ztop[1] = topright; zbottom[1] = bottomright; if (tci) { tcs[UPRGT].v = tci->FloatToTexV(-ztop[1] + texturetop); tcs[LORGT].v = tci->FloatToTexV(-zbottom[1] + texturetop); } } else { // ceiling below floor - clip to the visible part of the wall float dch = topright - topleft; float dfh = bottomright - bottomleft; float inter_x = (bottomleft - topleft) / (dch - dfh); float inter_y = topleft + inter_x * dch; glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1); glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1); glseg.fracright = inter_x; zbottom[1] = ztop[1] = inter_y; if (tci) { tcs[LORGT].v = tcs[UPRGT].v = tci->FloatToTexV(-ztop[1] + texturetop); } } tcs[UPLFT].u = tcs[LOLFT].u = l_ul + texlength * glseg.fracleft; tcs[UPRGT].u = tcs[LORGT].u = l_ul + texlength * glseg.fracright; if (gltexture != NULL) { bool normalize = false; if (gltexture->tex->bHasCanvas) normalize = true; else if (flags & GLT_CLAMPY) { // for negative scales we can get negative coordinates here. normalize = (tcs[UPLFT].v > tcs[LOLFT].v || tcs[UPRGT].v > tcs[LORGT].v); } if (normalize) { // we have to shift the y-coordinate from [-1..0] to [0..1] when using texture clamping with a negative scale tcs[UPLFT].v += 1.f; tcs[UPRGT].v += 1.f; tcs[LOLFT].v += 1.f; tcs[LORGT].v += 1.f; } } return true; } //========================================================================== // // Do some tweaks with the texture coordinates to reduce visual glitches // //========================================================================== void GLWall::CheckTexturePosition() { float sub; if (gltexture->tex->bHasCanvas) return; // clamp texture coordinates to a reasonable range. // Extremely large values can cause visual problems if (tcs[UPLFT].v < tcs[UPRGT].v) { sub = float(xs_FloorToInt(tcs[UPLFT].v)); } else { sub = float(xs_FloorToInt(tcs[UPRGT].v)); } tcs[UPLFT].v -= sub; tcs[UPRGT].v -= sub; tcs[LOLFT].v -= sub; tcs[LORGT].v -= sub; if ((tcs[UPLFT].v == 0.f && tcs[UPRGT].v == 0.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f) || (tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v == 1.f && tcs[LORGT].v == 1.f)) { flags |= GLT_CLAMPY; } // Check if this is marked as a skybox and if so, do the same for x. // This intentionally only tests the seg's frontsector. if (seg->frontsector->special == GLSector_Skybox) { sub = (float)xs_FloorToInt(tcs[UPLFT].u); tcs[UPLFT].u -= sub; tcs[UPRGT].u -= sub; tcs[LOLFT].u -= sub; tcs[LORGT].u -= sub; if ((tcs[UPLFT].u == 0.f && tcs[LOLFT].u == 0.f && tcs[UPRGT].u <= 1.f && tcs[LORGT].u <= 1.f) || (tcs[UPLFT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[UPRGT].u == 1.f && tcs[LORGT].u == 1.f)) { flags |= GLT_CLAMPX; } } } //========================================================================== // // Handle one sided walls, upper and lower texture // //========================================================================== void GLWall::DoTexture(int _type,seg_t * seg, int peg, float ceilingrefheight,float floorrefheight, float topleft,float topright, float bottomleft,float bottomright, float v_offset) { if (topleft<=bottomleft && topright<=bottomright) return; // The Vertex values can be destroyed in this function and must be restored aferward! GLSeg glsave=glseg; float flh=ceilingrefheight-floorrefheight; int texpos; BYTE savedflags = flags; switch (_type) { case RENDERWALL_TOP: texpos = side_t::top; break; case RENDERWALL_BOTTOM: texpos = side_t::bottom; break; default: texpos = side_t::mid; break; } FTexCoordInfo tci; gltexture->GetTexCoordInfo(&tci, seg->sidedef, texpos); type = _type; float floatceilingref = ceilingrefheight + tci.RowOffset(seg->sidedef->GetTextureYOffset(texpos)); if (peg) floatceilingref += tci.mRenderHeight - flh - v_offset; if (!SetWallCoordinates(seg, &tci, floatceilingref, topleft, topright, bottomleft, bottomright, seg->sidedef->GetTextureXOffset(texpos))) return; if (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors) { PutPortal(PORTALTYPE_MIRROR); } else { CheckTexturePosition(); // Add this wall to the render list sector_t * sec = sub ? sub->sector : seg->frontsector; if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false); else SplitWall(sec, false); } glseg = glsave; flags = savedflags; } //========================================================================== // // // //========================================================================== void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, sector_t * front, sector_t * back, sector_t * realfront, sector_t * realback, float fch1, float fch2, float ffh1, float ffh2, float bch1, float bch2, float bfh1, float bfh2) { FTexCoordInfo tci; float topleft,bottomleft,topright,bottomright; GLSeg glsave=glseg; float texturetop, texturebottom; bool wrap = (seg->linedef->flags&ML_WRAP_MIDTEX) || (seg->sidedef->Flags&WALLF_WRAP_MIDTEX); bool mirrory = false; // // // Get the base coordinates for the texture // // if (gltexture) { // Align the texture to the ORIGINAL sector's height!! // At this point slopes don't matter because they don't affect the texture's z-position gltexture->GetTexCoordInfo(&tci, seg->sidedef, side_t::mid); if (tci.mRenderHeight < 0) { mirrory = true; tci.mRenderHeight = -tci.mRenderHeight; tci.mScale.Y = -tci.mScale.Y; } float rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid)); if ((seg->linedef->flags & ML_DONTPEGBOTTOM) >0) { texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor), realback->GetPlaneTexZ(sector_t::floor)) + rowoffset; texturetop = texturebottom + tci.mRenderHeight; } else { texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling)) + rowoffset; texturebottom = texturetop - tci.mRenderHeight; } } else texturetop=texturebottom=0; // // // Depending on missing textures and possible plane intersections // decide which planes to use for the polygon // // if (realfront!=realback || drawfogboundary || wrap || realfront->GetHeightSec()) { // // // Set up the top // // FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::top)); if (!tex || tex->UseType==FTexture::TEX_Null) { if (front->GetTexture(sector_t::ceiling) == skyflatnum && back->GetTexture(sector_t::ceiling) == skyflatnum) { // intra-sky lines do not clip the texture at all if there's no upper texture topleft = topright = texturetop; } else { // texture is missing - use the higher plane topleft = MAX(bch1,fch1); topright = MAX(bch2,fch2); } } else if ((bch1>fch1 || bch2>fch2) && (seg->frontsector->GetTexture(sector_t::ceiling)!=skyflatnum || seg->backsector->GetTexture(sector_t::ceiling)==skyflatnum)) // (!((bch1<=fch1 && bch2<=fch2) || (bch1>=fch1 && bch2>=fch2))) { // Use the higher plane and let the geometry clip the extruding part topleft = bch1; topright = bch2; } else { // But not if there can be visual artifacts. topleft = MIN(bch1,fch1); topright = MIN(bch2,fch2); } // // // Set up the bottom // // tex = TexMan(seg->sidedef->GetTexture(side_t::bottom)); if (!tex || tex->UseType==FTexture::TEX_Null) { // texture is missing - use the lower plane bottomleft = MIN(bfh1,ffh1); bottomright = MIN(bfh2,ffh2); } else if (bfh1=ffh1 && bfh2>=ffh2))) { // the floor planes intersect. Use the backsector's floor for drawing so that // drawing the front sector's plane clips the polygon automatically. bottomleft = bfh1; bottomright = bfh2; } else { // normal case - use the higher plane bottomleft = MAX(bfh1,ffh1); bottomright = MAX(bfh2,ffh2); } // // // if we don't need a fog sheet let's clip away some unnecessary parts of the polygon // // if (!drawfogboundary && !wrap) { if (texturetopbottomleft && texturebottom>bottomright) bottomleft=bottomright=texturebottom; } } else { // // // if both sides of the line are in the same sector and the sector // doesn't have a Transfer_Heights special don't clip to the planes // Clipping to the planes is not necessary and can even produce // unwanted side effects. // // topleft=topright=texturetop; bottomleft=bottomright=texturebottom; } // nothing visible - skip the rest if (topleft<=bottomleft && topright<=bottomright) return; // // // set up texture coordinate stuff // // float t_ofs = seg->sidedef->GetTextureXOffset(side_t::mid); if (gltexture) { // First adjust the texture offset so that the left edge of the linedef is inside the range [0..1]. float texwidth = tci.TextureAdjustWidth(); if (t_ofs >= 0) { float div = t_ofs / texwidth; t_ofs = (div - xs_FloorToInt(div)) * texwidth; } else { float div = (-t_ofs) / texwidth; t_ofs = texwidth - (div - xs_FloorToInt(div)) * texwidth; } // Now check whether the linedef is completely within the texture range of [0..1]. // If so we should use horizontal texture clamping to prevent filtering artifacts // at the edges. float textureoffset = tci.TextureOffset(t_ofs); int righttex = int(textureoffset) + seg->sidedef->TexelLength; if ((textureoffset == 0 && righttex <= tci.mRenderWidth) || (textureoffset >= 0 && righttex == tci.mRenderWidth)) { flags |= GLT_CLAMPX; } else { flags &= ~GLT_CLAMPX; } if (!wrap) { flags |= GLT_CLAMPY; } } if (mirrory) { tci.mRenderHeight = -tci.mRenderHeight; tci.mScale.Y = -tci.mScale.Y; } SetWallCoordinates(seg, &tci, texturetop, topleft, topright, bottomleft, bottomright, t_ofs); // // // draw fog sheet if required // // if (drawfogboundary) { flags |= GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER; type=RENDERWALL_FOGBOUNDARY; FMaterial *savetex = gltexture; gltexture = NULL; PutWall(true); if (!savetex) { flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER); return; } gltexture = savetex; type=RENDERWALL_M2SNF; } else type=RENDERWALL_M2S; // // // set up alpha blending // // if (seg->linedef->alpha != 0) { bool translucent = false; switch (seg->linedef->flags& ML_ADDTRANS)//TRANSBITS) { case 0: RenderStyle=STYLE_Translucent; alpha = seg->linedef->alpha; translucent =alpha < 1. || (gltexture && gltexture->GetTransparent()); break; case ML_ADDTRANS: RenderStyle=STYLE_Add; alpha = seg->linedef->alpha; translucent=true; break; } // // // for textures with large empty areas only the visible parts are drawn. // If these textures come too close to the camera they severely affect performance // if stacked closely together // Recognizing vertical gaps is rather simple and well worth the effort. // // FloatRect *splitrect; int v = gltexture->GetAreas(&splitrect); if (seg->frontsector == seg->backsector) flags |= GLWF_NOSPLIT; // we don't need to do vertex splits if a line has both sides in the same sector if (v>0 && !drawfogboundary && !(seg->linedef->flags&ML_WRAP_MIDTEX)) { // split the poly! GLWall split; int i,t=0; float v_factor=(zbottom[0]-ztop[0])/(tcs[LOLFT].v-tcs[UPLFT].v); // only split the vertical area of the polygon that does not contain slopes. float splittopv = MAX(tcs[UPLFT].v, tcs[UPRGT].v); float splitbotv = MIN(tcs[LOLFT].v, tcs[LORGT].v); // this is split vertically into sections. for(i=0;i=splitbotv) break; float splitbot=splitrect[i].top+splitrect[i].height; // the current segment is above the top line of the splittable area if (splitbot<=splittopv) continue; split=*this; // the top line of the current segment is inside the splittable area // use the splitrect's top as top of this segment // if not use the top of the remaining polygon if (splitrect[i].top>splittopv) { split.ztop[0]=split.ztop[1]= ztop[0]+v_factor*(splitrect[i].top-tcs[UPLFT].v); split.tcs[UPLFT].v=split.tcs[UPRGT].v=splitrect[i].top; } // the bottom line of the current segment is inside the splittable area // use the splitrect's bottom as bottom of this segment // if not use the bottom of the remaining polygon if (splitbot<=splitbotv) { split.zbottom[0]=split.zbottom[1]=ztop[0]+v_factor*(splitbot-tcs[UPLFT].v); split.tcs[LOLFT].v=split.tcs[LORGT].v=splitbot; } // // // Draw the stuff // // if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(translucent); else split.SplitWall(realfront, translucent); t=1; } render_texsplit+=t; } else { // // // Draw the stuff without splitting // // if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent); else SplitWall(realfront, translucent); } alpha=1.0f; } // restore some values that have been altered in this function glseg=glsave; flags&=~(GLT_CLAMPX|GLT_CLAMPY|GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER); } //========================================================================== // // // //========================================================================== void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover, float ff_topleft, float ff_topright, float ff_bottomleft, float ff_bottomright) { side_t * mastersd = rover->master->sidedef[0]; float to; lightlist_t * light; bool translucent; int savelight = lightlevel; FColormap savecolor = Colormap; float ul; float texlength; FTexCoordInfo tci; if (rover->flags&FF_FOG) { if (!gl_fixedcolormap) { // this may not yet be done light = P_GetPlaneLight(rover->target, rover->top.plane, true); Colormap.Clear(); Colormap.LightColor = (light->extra_colormap)->Fade; // the fog plane defines the light level, not the front sector lightlevel = gl_ClampLight(*light->p_lightlevel); gltexture = NULL; type = RENDERWALL_FFBLOCK; } else return; } else { if (rover->flags&FF_UPPERTEXTURE) { gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::top), false, true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, seg->sidedef, side_t::top); } else if (rover->flags&FF_LOWERTEXTURE) { gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), false, true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, seg->sidedef, side_t::bottom); } else { gltexture = FMaterial::ValidateTexture(mastersd->GetTexture(side_t::mid), false, true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, mastersd, side_t::mid); } to = (rover->flags&(FF_UPPERTEXTURE | FF_LOWERTEXTURE)) ? 0 : tci.TextureOffset(mastersd->GetTextureXOffset(side_t::mid)); ul = tci.FloatToTexU(to + tci.TextureOffset(seg->sidedef->GetTextureXOffset(side_t::mid))); texlength = tci.FloatToTexU(seg->sidedef->TexelLength); tcs[UPLFT].u = tcs[LOLFT].u = ul + texlength * glseg.fracleft; tcs[UPRGT].u = tcs[LORGT].u = ul + texlength * glseg.fracright; float rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid)); to = (rover->flags&(FF_UPPERTEXTURE | FF_LOWERTEXTURE)) ? 0.f : tci.RowOffset(mastersd->GetTextureYOffset(side_t::mid)); to += rowoffset + rover->top.model->GetPlaneTexZ(rover->top.isceiling); tcs[UPLFT].v = tci.FloatToTexV(to - ff_topleft); tcs[UPRGT].v = tci.FloatToTexV(to - ff_topright); tcs[LOLFT].v = tci.FloatToTexV(to - ff_bottomleft); tcs[LORGT].v = tci.FloatToTexV(to - ff_bottomright); type = RENDERWALL_FFBLOCK; CheckTexturePosition(); } ztop[0] = ff_topleft; ztop[1] = ff_topright; zbottom[0] = ff_bottomleft;//-0.001f; zbottom[1] = ff_bottomright; if (rover->flags&(FF_TRANSLUCENT | FF_ADDITIVETRANS | FF_FOG)) { alpha = rover->alpha / 255.0f; RenderStyle = (rover->flags&FF_ADDITIVETRANS) ? STYLE_Add : STYLE_Translucent; translucent = true; type = gltexture ? RENDERWALL_M2S : RENDERWALL_COLOR; } else { alpha = 1.0f; RenderStyle = STYLE_Normal; translucent = false; } sector_t * sec = sub ? sub->sector : seg->frontsector; if (sec->e->XFloor.lightlist.Size() == 0 || gl_fixedcolormap) PutWall(translucent); else SplitWall(sec, translucent); alpha = 1.0f; lightlevel = savelight; Colormap = savecolor; flags &= ~GLT_CLAMPY; } //========================================================================== // // // //========================================================================== __forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, float &left, float &right) { left=planeref->plane->ZatPoint(vertexes[0]); right=planeref->plane->ZatPoint(vertexes[1]); } //========================================================================== // // // //========================================================================== void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector, float topleft, float topright, float bottomleft, float bottomright) { TArray & frontffloors = frontsector->e->XFloor.ffloors; for (unsigned int i = 0; i < frontffloors.Size(); i++) { F3DFloor * rover = frontffloors[i]; if (!(rover->flags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES)) continue; if (!(rover->flags&(FF_INVERTSIDES | FF_ALLSIDES))) continue; float ff_topleft; float ff_topright; float ff_bottomleft; float ff_bottomright; GetPlanePos(&rover->top, ff_topleft, ff_topright); GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright); // above ceiling if (ff_bottomleft > topleft && ff_bottomright > topright) continue; if (ff_topleft > topleft && ff_topright > topright) { // the new section overlaps with the previous one - clip it! ff_topleft = topleft; ff_topright = topright; } if (ff_bottomleft < bottomleft && ff_bottomright < bottomright) { ff_bottomleft = bottomleft; ff_bottomright = bottomright; } if (ff_topleft < ff_bottomleft || ff_topright < ff_bottomright) continue; BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright); topleft = ff_bottomleft; topright = ff_bottomright; if (topleft <= bottomleft && topright <= bottomright) return; } } //========================================================================== // // // //========================================================================== void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector, float topleft, float topright, float bottomleft, float bottomright) { TArray & frontffloors = frontsector->e->XFloor.ffloors; int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT); for (unsigned int i = 0; i < frontffloors.Size(); i++) { F3DFloor * rover = frontffloors[i]; if (!(rover->flags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES)) continue; if ((rover->flags&(FF_SWIMMABLE | FF_TRANSLUCENT)) != flags) continue; float ff_topleft; float ff_topright; float ff_bottomleft; float ff_bottomright; GetPlanePos(&rover->top, ff_topleft, ff_topright); // we are completely below the bottom so unless there are some // (unsupported) intersections there won't be any more floors that // could clip this one. if (ff_topleft < bottomleft && ff_topright < bottomright) goto done; GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright); // above top line? if (ff_bottomleft > topleft && ff_bottomright > topright) continue; // overlapping the top line if (ff_topleft >= topleft && ff_topright >= topright) { // overlapping with the entire range if (ff_bottomleft <= bottomleft && ff_bottomright <= bottomright) return; else if (ff_bottomleft > bottomleft && ff_bottomright > bottomright) { topleft = ff_bottomleft; topright = ff_bottomright; } else { // an intersecting case. // proper handling requires splitting but // I don't need this right now. } } else if (ff_topleft <= topleft && ff_topright <= topright) { BuildFFBlock(seg, ffloor, topleft, topright, ff_topleft, ff_topright); if (ff_bottomleft <= bottomleft && ff_bottomright <= bottomright) return; topleft = ff_bottomleft; topright = ff_bottomright; } else { // an intersecting case. // proper handling requires splitting but // I don't need this right now. } } done: // if the program reaches here there is one block left to draw BuildFFBlock(seg, ffloor, topleft, topright, bottomleft, bottomright); } //========================================================================== // // // //========================================================================== void GLWall::DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * backsector, float fch1, float fch2, float ffh1, float ffh2, float bch1, float bch2, float bfh1, float bfh2) { TArray & backffloors = backsector->e->XFloor.ffloors; float topleft, topright, bottomleft, bottomright; bool renderedsomething = false; // if the ceilings intersect use the backsector's height because this sector's ceiling will // obstruct the redundant parts. if (fch1 < bch1 && fch2 < bch2) { topleft = fch1; topright = fch2; } else { topleft = bch1; topright = bch2; } if (ffh1 > bfh1 && ffh2 > bfh2) { bottomleft = ffh1; bottomright = ffh2; } else { bottomleft = bfh1; bottomright = bfh2; } for (unsigned int i = 0; i < backffloors.Size(); i++) { F3DFloor * rover = backffloors[i]; if (!(rover->flags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES) || (rover->flags&FF_INVERTSIDES)) continue; float ff_topleft; float ff_topright; float ff_bottomleft; float ff_bottomright; GetPlanePos(&rover->top, ff_topleft, ff_topright); GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright); // completely above ceiling if (ff_bottomleft > topleft && ff_bottomright > topright && !renderedsomething) continue; if (ff_topleft > topleft && ff_topright > topright) { // the new section overlaps with the previous one - clip it! ff_topleft = topleft; ff_topright = topright; } // do all inverse floors above the current one it there is a gap between the // last 3D floor and this one. if (topleft > ff_topleft && topright > ff_topright) InverseFloors(seg, frontsector, topleft, topright, ff_topleft, ff_topright); // if translucent or liquid clip away adjoining parts of the same type of FFloors on the other side if (rover->flags&(FF_SWIMMABLE | FF_TRANSLUCENT)) ClipFFloors(seg, rover, frontsector, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright); else BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright); topleft = ff_bottomleft; topright = ff_bottomright; renderedsomething = true; if (topleft <= bottomleft && topright <= bottomright) return; } // draw all inverse floors below the lowest one if (frontsector->e->XFloor.ffloors.Size() > 0) { if (topleft > bottomleft || topright > bottomright) InverseFloors(seg, frontsector, topleft, topright, bottomleft, bottomright); } } //========================================================================== // // // //========================================================================== void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector) { vertex_t * v1, *v2; float fch1; float ffh1; float fch2; float ffh2; float frefz, crefz; sector_t * realfront; sector_t * realback; sector_t * segfront; sector_t * segback; #ifdef _DEBUG if (seg->linedef - lines < 4) { int a = 0; } #endif // note: we always have a valid sidedef and linedef reference when getting here. this->seg = seg; vertindex = 0; vertcount = 0; if ((seg->sidedef->Flags & WALLF_POLYOBJ) && seg->backsector) { // Textures on 2-sided polyobjects are aligned to the actual seg's sectors segfront = realfront = seg->frontsector; segback = realback = seg->backsector; } else { // Need these for aligning the textures realfront = §ors[frontsector->sectornum]; realback = backsector ? §ors[backsector->sectornum] : NULL; segfront = frontsector; segback = backsector; } frefz = realfront->GetPlaneTexZ(sector_t::floor); crefz = realfront->GetPlaneTexZ(sector_t::ceiling); if (seg->sidedef == seg->linedef->sidedef[0]) { v1 = seg->linedef->v1; v2 = seg->linedef->v2; } else { v1 = seg->linedef->v2; v2 = seg->linedef->v1; } if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { glseg.fracleft = 0; glseg.fracright = 1; if (gl_seamless) { if (v1->dirty) gl_RecalcVertexHeights(v1); if (v2->dirty) gl_RecalcVertexHeights(v2); } } else // polyobjects must be rendered per seg. { if (fabs(v1->fX() - v2->fX()) > fabs(v1->fY() - v2->fY())) { glseg.fracleft = (seg->v1->fX() - v1->fX()) / (v2->fX() - v1->fX()); glseg.fracright = (seg->v2->fX() - v1->fX()) / float(v2->fX() - v1->fX()); } else { glseg.fracleft = (seg->v1->fY() - v1->fY()) / (v2->fY() - v1->fY()); glseg.fracright = (seg->v2->fY() - v1->fY()) / (v2->fY() - v1->fY()); } v1 = seg->v1; v2 = seg->v2; } vertexes[0] = v1; vertexes[1] = v2; glseg.x1 = v1->fX(); glseg.y1 = v1->fY(); glseg.x2 = v2->fX(); glseg.y2 = v2->fY(); Colormap = frontsector->ColorMap; flags = 0; dynlightindex = -1; lightlist = NULL; int rel = 0; int orglightlevel = gl_ClampLight(frontsector->lightlevel); bool foggy = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE); // fog disables fake contrast lightlevel = gl_ClampLight(seg->sidedef->GetLightLevel(foggy, orglightlevel, false, &rel)); if (orglightlevel >= 253) // with the software renderer fake contrast won't be visible above this. { rellight = 0; } else if (lightlevel - rel > 256) // the brighter part of fake contrast will be clamped so also clamp the darker part by the same amount for better looks { rellight = 256 - lightlevel + rel; } else { rellight = rel; } alpha = 1.0f; RenderStyle = STYLE_Normal; gltexture = NULL; topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because bottomflat = frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy. topplane = frontsector->ceilingplane; bottomplane = frontsector->floorplane; zfloor[0] = ffh1 = segfront->floorplane.ZatPoint(v1); zfloor[1] = ffh2 = segfront->floorplane.ZatPoint(v2); zceil[0] = fch1 = segfront->ceilingplane.ZatPoint(v1); zceil[1] = fch2 = segfront->ceilingplane.ZatPoint(v2); if (seg->linedef->special == Line_Horizon) { SkyNormal(frontsector, v1, v2); DoHorizon(seg, frontsector, v1, v2); return; } //return; // [GZ] 3D middle textures are necessarily two-sided, even if they lack the explicit two-sided flag if (!backsector || !(seg->linedef->flags&(ML_TWOSIDED | ML_3DMIDTEX))) // one sided { // sector's sky SkyNormal(frontsector, v1, v2); if (seg->linedef->isVisualPortal()) { lineportal = linePortalToGL[seg->linedef->portalindex]; ztop[0] = zceil[0]; ztop[1] = zceil[1]; zbottom[0] = zfloor[0]; zbottom[1] = zfloor[1]; PutPortal(PORTALTYPE_LINETOLINE); } else if (seg->linedef->portaltransferred > 0) { SkyLine(frontsector, seg->linedef); } else { // normal texture gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::mid), false, true); if (gltexture) { DoTexture(RENDERWALL_M1S, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0, crefz, frefz, // must come from the original! fch1, fch2, ffh1, ffh2, 0); } } } else // two sided { float bfh1 = segback->floorplane.ZatPoint(v1); float bfh2 = segback->floorplane.ZatPoint(v2); float bch1 = segback->ceilingplane.ZatPoint(v1); float bch2 = segback->ceilingplane.ZatPoint(v2); SkyTop(seg, frontsector, backsector, v1, v2); SkyBottom(seg, frontsector, backsector, v1, v2); // upper texture if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum || backsector->GetTexture(sector_t::ceiling) != skyflatnum) { float bch1a = bch1, bch2a = bch2; if (frontsector->GetTexture(sector_t::floor) != skyflatnum || backsector->GetTexture(sector_t::floor) != skyflatnum) { // the back sector's floor obstructs part of this wall if (ffh1 > bch1 && ffh2 > bch2) { bch2a = ffh2; bch1a = ffh1; } } if (bch1a < fch1 || bch2a < fch2) { gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::top), false, true); if (gltexture) { DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0, crefz, realback->GetPlaneTexZ(sector_t::ceiling), fch1, fch2, bch1a, bch2a, 0); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { if ((frontsector->ceilingplane.isSlope() || backsector->ceilingplane.isSlope()) && frontsector->GetTexture(sector_t::ceiling) != skyflatnum && backsector->GetTexture(sector_t::ceiling) != skyflatnum) { gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), false, true); if (gltexture) { DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0, crefz, realback->GetPlaneTexZ(sector_t::ceiling), fch1, fch2, bch1a, bch2a, 0); } } else { // skip processing if the back is a malformed subsector if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4)) { gl_drawinfo->AddUpperMissingTexture(seg->sidedef, sub, bch1a); } } } } } /* mid texture */ bool drawfogboundary = gl_CheckFog(frontsector, backsector); FTexture *tex = TexMan(seg->sidedef->GetTexture(side_t::mid)); if (tex != NULL) { if (i_compatflags & COMPATF_MASKEDMIDTEX) { tex = tex->GetRawTexture(); } gltexture = FMaterial::ValidateTexture(tex, false); } else gltexture = NULL; if (gltexture || drawfogboundary) { DoMidTexture(seg, drawfogboundary, frontsector, backsector, realfront, realback, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2); } if (seg->linedef->isVisualPortal() && seg->sidedef == seg->linedef->sidedef[0]) { lineportal = linePortalToGL[seg->linedef->portalindex]; ztop[0] = bch1; ztop[1] = bch2; zbottom[0] = bfh1; zbottom[1] = bfh2; PutPortal(PORTALTYPE_LINETOLINE); } else if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size()) { DoFFloorBlocks(seg, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2); } /* bottom texture */ // the back sector's ceiling obstructs part of this wall (specially important for sky sectors) if (fch1 < bfh1 && fch2 < bfh2) { bfh1 = fch1; bfh2 = fch2; } if (bfh1 > ffh1 || bfh2 > ffh2) { gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), false, true); if (gltexture) { DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0, realback->GetPlaneTexZ(sector_t::floor), frefz, bfh1, bfh2, ffh1, ffh2, frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum ? frefz - realback->GetPlaneTexZ(sector_t::ceiling) : frefz - crefz); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { if ((frontsector->floorplane.isSlope() || backsector->floorplane.isSlope()) && frontsector->GetTexture(sector_t::floor) != skyflatnum && backsector->GetTexture(sector_t::floor) != skyflatnum) { // render it anyway with the sector's floor texture. With a background sky // there are ugly holes otherwise and slopes are simply not precise enough // to mach in any case. gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), false, true); if (gltexture) { DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0, realback->GetPlaneTexZ(sector_t::floor), frefz, bfh1, bfh2, ffh1, ffh2, frefz - crefz); } } else if (backsector->GetTexture(sector_t::floor) != skyflatnum) { // skip processing if the back is a malformed subsector if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4)) { gl_drawinfo->AddLowerMissingTexture(seg->sidedef, sub, bfh1); } } } } } } //========================================================================== // // // //========================================================================== void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector) { if (frontsector->GetTexture(sector_t::floor) == skyflatnum) return; lightlist = NULL; float ffh = frontsector->GetPlaneTexZ(sector_t::floor); float bfh = backsector->GetPlaneTexZ(sector_t::floor); vertindex = 0; vertcount = 0; if (bfh > ffh) { this->seg = seg; this->sub = NULL; vertex_t * v1 = seg->v1; vertex_t * v2 = seg->v2; vertexes[0] = v1; vertexes[1] = v2; glseg.x1 = v1->fX(); glseg.y1 = v1->fY(); glseg.x2 = v2->fX(); glseg.y2 = v2->fY(); glseg.fracleft = 0; glseg.fracright = 1; flags = 0; // can't do fake contrast without a sidedef lightlevel = gl_ClampLight(frontsector->lightlevel); rellight = 0; alpha = 1.0f; RenderStyle = STYLE_Normal; Colormap = frontsector->ColorMap; topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures bottomflat = frontsector->GetTexture(sector_t::floor); topplane = frontsector->ceilingplane; bottomplane = frontsector->floorplane; dynlightindex = -1; zfloor[0] = zfloor[1] = ffh; gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), false, true); if (gltexture) { FTexCoordInfo tci; type = RENDERWALL_BOTTOM; gltexture->GetTexCoordInfo(&tci, 1.f, 1.f); SetWallCoordinates(seg, &tci, bfh, bfh, bfh, ffh, ffh, 0); PutWall(false); } } }