/* ** gl_wall.cpp ** Wall rendering preparation ** **--------------------------------------------------------------------------- ** Copyright 2000-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #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 "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/dynlights/gl_lightbuffer.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) && gl_GlowActive()) { 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) { GLPortal * portal; 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 4, //RENDERWALL_SKYDOME, // special 3, //RENDERWALL_FOGBOUNDARY, // translucent 4, //RENDERWALL_HORIZON, // special 4, //RENDERWALL_SKYBOX, // special 4, //RENDERWALL_SECTORSTACK, // special 4, //RENDERWALL_PLANEMIRROR, // special 4, //RENDERWALL_MIRROR, // special 1, //RENDERWALL_MIRRORSURFACE, // needs special handling 2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog 2, //RENDERWALL_M2SFOG, // depends on render and texture settings, no fog 3, //RENDERWALL_COLOR, // translucent 2, //RENDERWALL_FFBLOCK // depends on render and texture settings 4, //RENDERWALL_COLORLAYER // color layer needs special handling }; if (gltexture && gltexture->GetTransparent() && passflag[type] == 2) { translucent = true; } if (gl_fixedcolormap) { // light planes don't get drawn with fullbright rendering if (!gltexture && passflag[type]!=4) return; Colormap.GetFixedColormap(); } CheckGlowing(); if (translucent) // translucent walls { viewdistance = P_AproxDistance( ((seg->linedef->v1->x+seg->linedef->v2->x)>>1) - viewx, ((seg->linedef->v1->y+seg->linedef->v2->y)>>1) - viewy); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this); } else if (passflag[type]!=4) // non-translucent walls { static DrawListType list_indices[2][2][2]={ { { GLDL_PLAIN, GLDL_FOG }, { GLDL_MASKED, GLDL_FOGMASKED } }, { { GLDL_LIGHT, GLDL_LIGHTFOG }, { GLDL_LIGHTMASKED, GLDL_LIGHTFOGMASKED } } }; bool masked; bool light = false; if (!gl_fixedcolormap) { if (gl_lights && !gl_dynlight_shader) { if (seg->sidedef == NULL) { light = false; } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { light = seg->sidedef->lighthead[0] != NULL; } else if (sub) { // for polyobjects we cannot use the side's light list. // We must use the subsector's. light = sub->lighthead[0] != NULL; } } } else { flags&=~GLWF_FOGGY; } masked = passflag[type]==1? false : (light && type!=RENDERWALL_FFBLOCK) || (gltexture && gltexture->isMasked()); list = list_indices[light][masked][!!(flags&GLWF_FOGGY)]; if (list == GLDL_LIGHT) { if (gltexture->tex->gl_info.Brightmap && gl_BrightmapsActive()) list = GLDL_LIGHTBRIGHT; if (flags & GLWF_GLOW) list = GLDL_LIGHTBRIGHT; } gl_drawinfo->drawlists[list].AddWall(this); } else switch (type) { case RENDERWALL_COLORLAYER: gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this); break; // portals don't go into the draw list. // Instead they are added to the portal manager case RENDERWALL_HORIZON: //@sync-portal horizon=UniqueHorizons.Get(horizon); portal=GLPortal::FindPortal(horizon); if (!portal) portal=new GLHorizonPortal(horizon); portal->AddLine(this); break; case RENDERWALL_SKYBOX: //@sync-portal portal=GLPortal::FindPortal(skybox); if (!portal) portal=new GLSkyboxPortal(skybox); portal->AddLine(this); break; case RENDERWALL_SECTORSTACK: //@sync-portal portal = this->portal->GetGLPortal(); portal->AddLine(this); break; case RENDERWALL_PLANEMIRROR: if (GLPortal::PlaneMirrorMode * planemirror->c <=0) { //@sync-portal planemirror=UniquePlaneMirrors.Get(planemirror); portal=GLPortal::FindPortal(planemirror); if (!portal) portal=new GLPlaneMirrorPortal(planemirror); portal->AddLine(this); } break; case RENDERWALL_MIRROR: //@sync-portal 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 RENDERWALL_SKY: //@sync-portal portal=GLPortal::FindPortal(sky); if (!portal) portal=new GLSkyPortal(sky); portal->AddLine(this); break; } } //========================================================================== // // Sets 3D-floor lighting info // //========================================================================== void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent) { bool fadewall = (!translucent && lightlist->caster && (lightlist->caster->flags&FF_FADEWALLS) && !gl_isBlack((lightlist->extra_colormap)->Fade)) && gl_isBlack(Colormap.FadeColor); // 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.CopyLightColor(lightlist->extra_colormap); if (fadewall) lightlevel=255; PutWall(translucent); if (fadewall) { FMaterial *tex = gltexture; type = RENDERWALL_COLORLAYER; gltexture = NULL; Colormap.LightColor = (lightlist->extra_colormap)->Fade; alpha = (255-(*lightlist->p_lightlevel))/255.f*1.f; if (alpha>0.f) PutWall(true); type = RENDERWALL_FFBLOCK; alpha = 1.0; gltexture = tex; } } //========================================================================== // // Splits a wall vertically if a 3D-floor // creates different lighting across the wall // //========================================================================== void GLWall::SplitWall(sector_t * frontsector, bool translucent) { GLWall copyWall1,copyWall2; float maplightbottomleft; float maplightbottomright; unsigned int i; int origlight = lightlevel; 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 plane if ((maplightbottomleftztop[1]) || (maplightbottomleft>ztop[0] && maplightbottomright(fabsf(glseg.x2-glseg.x1), fabsf(glseg.y2-glseg.y2)); 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 2 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.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u-uplft.u); copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v-uplft.v); copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u-lolft.u); copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v-lolft.v); ::SplitWall.Unclock(); copyWall1.SplitWall(frontsector, translucent); copyWall2.SplitWall(frontsector, translucent); return; } } // check for an intersection with the lower plane if ((maplightbottomleftzbottom[1]) || (maplightbottomleft>zbottom[0] && maplightbottomright(fabsf(glseg.x2-glseg.x1), fabsf(glseg.y2-glseg.y2)); 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 2 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.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u-uplft.u); copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v-uplft.v); copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u-lolft.u); copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v-lolft.v); ::SplitWall.Unclock(); copyWall1.SplitWall(frontsector, translucent); copyWall2.SplitWall(frontsector, translucent); return; } } // 3D floor is completely within this light if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1]) { // These values must not be destroyed! int ll=lightlevel; FColormap lc=Colormap; if (i > 0) Put3DWall(&lightlist[i], translucent); else PutWall(translucent); // uppermost section does not alter light at all. lightlevel=ll; Colormap=lc; ::SplitWall.Unclock(); return; } 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; uplft.v=copyWall1.lolft.v=copyWall1.uplft.v+ (maplightbottomleft-copyWall1.ztop[0])*(copyWall1.lolft.v-copyWall1.uplft.v)/(zbottom[0]-copyWall1.ztop[0]); uprgt.v=copyWall1.lorgt.v=copyWall1.uprgt.v+ (maplightbottomright-copyWall1.ztop[1])*(copyWall1.lorgt.v-copyWall1.uprgt.v)/(zbottom[1]-copyWall1.ztop[1]); copyWall1.Put3DWall(&lightlist[i], translucent); } if (ztop[0]==zbottom[0] && ztop[1]==zbottom[1]) { ::SplitWall.Unclock(); return; } } } // These values must not be destroyed! int ll=lightlevel; FColormap lc=Colormap; Put3DWall(&lightlist[lightlist.Size()-1], translucent); lightlevel=ll; Colormap=lc; flags &= ~GLWF_NOSPLITUPPER; ::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] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::ceiling)); zbottom[1] = zbottom[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::floor)); if (viewz < fs->GetPlaneTexZ(sector_t::ceiling)) { if (viewz > fs->GetPlaneTexZ(sector_t::floor)) zbottom[1] = zbottom[0] = FIXED2FLOAT(viewz); if (fs->GetTexture(sector_t::ceiling) == skyflatnum) { SkyPlane(fs, sector_t::ceiling, false); } else { type = RENDERWALL_HORIZON; hi.plane.GetFromSector(fs, true); 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.GetFixedColormap(); horizon = &hi; PutWall(0); } ztop[1] = ztop[0] = zbottom[0]; } if (viewz > fs->GetPlaneTexZ(sector_t::floor)) { zbottom[1] = zbottom[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::floor)); if (fs->GetTexture(sector_t::floor) == skyflatnum) { SkyPlane(fs, sector_t::floor, false); } else { type = RENDERWALL_HORIZON; hi.plane.GetFromSector(fs, false); 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.GetFixedColormap(); horizon=&hi; PutWall(0); } } return true; } //========================================================================== // // // //========================================================================== bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float texturetop, int topleft,int topright, int bottomleft,int bottomright, int 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(FIXED2FLOAT(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]=FIXED2FLOAT(topleft); zbottom[0]=FIXED2FLOAT(bottomleft); if (tci) { uplft.v=tci->FloatToTexV(-ztop[0] + texturetop); lolft.v=tci->FloatToTexV(-zbottom[0] + texturetop); } } else { // ceiling below floor - clip to the visible part of the wall fixed_t dch=topright-topleft; fixed_t dfh=bottomright-bottomleft; fixed_t coeff=FixedDiv(bottomleft-topleft, dch-dfh); fixed_t inter_y=topleft+FixedMul(coeff,dch); float inter_x= FIXED2FLOAT(coeff); 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]=FIXED2FLOAT(inter_y); if (tci) { lolft.v=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]=FIXED2FLOAT(topright) ; zbottom[1]=FIXED2FLOAT(bottomright) ; if (tci) { uprgt.v=tci->FloatToTexV(-ztop[1] + texturetop); lorgt.v=tci->FloatToTexV(-zbottom[1] + texturetop); } } else { // ceiling below floor - clip to the visible part of the wall fixed_t dch=topright-topleft; fixed_t dfh=bottomright-bottomleft; fixed_t coeff=FixedDiv(bottomleft-topleft, dch-dfh); fixed_t inter_y=topleft+FixedMul(coeff,dch); float inter_x= FIXED2FLOAT(coeff); 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]=FIXED2FLOAT(inter_y); if (tci) { lorgt.v=uprgt.v=tci->FloatToTexV(-ztop[1] + texturetop); } } uplft.u = lolft.u = l_ul + texlength * glseg.fracleft; uprgt.u = lorgt.u = l_ul + texlength * glseg.fracright; if (gltexture && gltexture->tex->bHasCanvas && flags&GLT_CLAMPY) { // Camera textures are upside down so we have to shift the y-coordinate // from [-1..0] to [0..1] when using texture clamping uplft.v+=1.f; uprgt.v+=1.f; lolft.v+=1.f; 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 (uplft.v < uprgt.v) { sub = float(xs_FloorToInt(uplft.v)); } else { sub = float(xs_FloorToInt(uprgt.v)); } uplft.v -= sub; uprgt.v -= sub; lolft.v -= sub; lorgt.v -= sub; if ((uplft.v == 0.f && uprgt.v == 0.f && lolft.v <= 1.f && lorgt.v <= 1.f) || (uplft.v >= 0.f && uprgt.v >= 0.f && lolft.v == 1.f && lorgt.v == 1.f)) { flags|=GLT_CLAMPY; } } //========================================================================== // // Handle one sided walls, upper and lower texture // //========================================================================== void GLWall::DoTexture(int _type,seg_t * seg, int peg, int ceilingrefheight,int floorrefheight, int topleft,int topright, int bottomleft,int bottomright, int 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; int lh=ceilingrefheight-floorrefheight; int texpos; 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->GetTextureXScale(texpos), seg->sidedef->GetTextureYScale(texpos)); type = (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors) ? RENDERWALL_MIRROR : _type; float floatceilingref = FIXED2FLOAT(ceilingrefheight + tci.RowOffset(seg->sidedef->GetTextureYOffset(texpos))); if (peg) floatceilingref += tci.mRenderHeight - FIXED2FLOAT(lh + v_offset); if (!SetWallCoordinates(seg, &tci, floatceilingref, topleft, topright, bottomleft, bottomright, seg->sidedef->GetTextureXOffset(texpos))) return; 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&=~GLT_CLAMPY; } //========================================================================== // // // //========================================================================== void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, sector_t * front, sector_t * back, sector_t * realfront, sector_t * realback, fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2, fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2) { FTexCoordInfo tci; fixed_t topleft,bottomleft,topright,bottomright; GLSeg glsave=glseg; fixed_t texturetop, texturebottom; bool wrap = (seg->linedef->flags&ML_WRAP_MIDTEX) || (seg->sidedef->Flags&WALLF_WRAP_MIDTEX); // // // 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->GetTextureXScale(side_t::mid), seg->sidedef->GetTextureYScale(side_t::mid)); fixed_t 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+(gltexture->TextureHeight(GLUSE_TEXTURE)<GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling))+rowoffset; texturebottom=texturetop-(gltexture->TextureHeight(GLUSE_TEXTURE)<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 // // fixed_t 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]. fixed_t texwidth = tci.TextureAdjustWidth()<>FRACBITS)+seg->sidedef->TexelLength; if ((textureoffset==0 && righttex<=gltexture->TextureWidth(GLUSE_TEXTURE)) || (textureoffset>=0 && righttex==gltexture->TextureWidth(GLUSE_TEXTURE))) { flags|=GLT_CLAMPX; } else { flags&=~GLT_CLAMPX; } if (!wrap) { flags|=GLT_CLAMPY; } } SetWallCoordinates(seg, &tci, FIXED2FLOAT(texturetop), topleft, topright, bottomleft, bottomright, t_ofs); // // // draw fog sheet if required // // if (drawfogboundary) { flags |= GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER; type=RENDERWALL_FOGBOUNDARY; PutWall(true); if (!gltexture) { flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER); return; } type=RENDERWALL_M2SNF; } else type=RENDERWALL_M2S; // // // set up alpha blending // // if (seg->linedef->Alpha)// && seg->linedef->special!=Line_Fogsheet) { bool translucent = false; switch (seg->linedef->flags& ML_ADDTRANS)//TRANSBITS) { case 0: RenderStyle=STYLE_Translucent; alpha=FIXED2FLOAT(seg->linedef->Alpha); translucent = seg->linedef->Alpha < FRACUNIT || (gltexture && gltexture->GetTransparent()); break; case ML_ADDTRANS: RenderStyle=STYLE_Add; alpha=FIXED2FLOAT(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 (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])/(lolft.v-uplft.v); // only split the vertical area of the polygon that does not contain slopes. float splittopv = MAX(uplft.v, uprgt.v); float splitbotv = MIN(lolft.v, 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-uplft.v); split.uplft.v=split.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-uplft.v); split.lolft.v=split.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, fixed_t ff_topleft, fixed_t ff_topright, fixed_t ff_bottomleft, fixed_t 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), true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(side_t::top), seg->sidedef->GetTextureYScale(side_t::top)); } else if (rover->flags&FF_LOWERTEXTURE) { gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(side_t::bottom), seg->sidedef->GetTextureYScale(side_t::bottom)); } else { gltexture = FMaterial::ValidateTexture(mastersd->GetTexture(side_t::mid), true); if (!gltexture) return; gltexture->GetTexCoordInfo(&tci, mastersd->GetTextureXScale(side_t::mid), mastersd->GetTextureYScale(side_t::mid)); } to=FIXED2FLOAT((rover->flags&(FF_UPPERTEXTURE|FF_LOWERTEXTURE))? 0 : tci.TextureOffset(mastersd->GetTextureXOffset(side_t::mid))); ul=tci.FloatToTexU(to + FIXED2FLOAT(tci.TextureOffset(seg->sidedef->GetTextureXOffset(side_t::mid)))); texlength = tci.FloatToTexU(seg->sidedef->TexelLength); uplft.u = lolft.u = ul + texlength * glseg.fracleft; uprgt.u = lorgt.u = ul + texlength * glseg.fracright; fixed_t rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid)); to= (rover->flags&(FF_UPPERTEXTURE|FF_LOWERTEXTURE))? 0.f : FIXED2FLOAT(tci.RowOffset(mastersd->GetTextureYOffset(side_t::mid))); to += FIXED2FLOAT(rowoffset); uplft.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_topleft)); uprgt.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_topright)); lolft.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_bottomleft)); lorgt.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_bottomright)); type=RENDERWALL_FFBLOCK; CheckTexturePosition(); } ztop[0]=FIXED2FLOAT(ff_topleft); ztop[1]=FIXED2FLOAT(ff_topright); zbottom[0]=FIXED2FLOAT(ff_bottomleft);//-0.001f; zbottom[1]=FIXED2FLOAT(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, int &left, int &right) { if (planeref->plane->a | planeref->plane->b) { left=planeref->plane->ZatPoint(vertexes[0]); right=planeref->plane->ZatPoint(vertexes[1]); } else if(planeref->isceiling == sector_t::ceiling) { left = right = planeref->plane->d; } else { left = right = -planeref->plane->d; } } //========================================================================== // // // //========================================================================== void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector, fixed_t topleft, fixed_t topright, fixed_t bottomleft, fixed_t bottomright) { TArray & frontffloors=frontsector->e->XFloor.ffloors; for(unsigned int i=0;iflags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES)) continue; if (!(rover->flags&(FF_INVERTSIDES|FF_ALLSIDES))) continue; fixed_t ff_topleft; fixed_t ff_topright; fixed_t ff_bottomleft; fixed_t 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 & frontffloors=frontsector->e->XFloor.ffloors; int flags = ffloor->flags & (FF_SWIMMABLE|FF_TRANSLUCENT); for(unsigned int i=0;iflags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES)) continue; if ((rover->flags&flags)!=flags) continue; fixed_t ff_topleft; fixed_t ff_topright; fixed_t ff_bottomleft; fixed_t 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_topleftbottom, 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, fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2, fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2) { TArray & backffloors=backsector->e->XFloor.ffloors; fixed_t 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 (fch1bfh1 && ffh2>bfh2) { bottomleft=ffh1; bottomright=ffh2; } else { bottomleft=bfh1; bottomright=bfh2; } for(unsigned int i=0;iflags&FF_EXISTS)) continue; if (!(rover->flags&FF_RENDERSIDES) || (rover->flags&FF_INVERTSIDES)) continue; fixed_t ff_topleft; fixed_t ff_topright; fixed_t ff_bottomleft; fixed_t 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; fixed_t fch1; fixed_t ffh1; fixed_t fch2; fixed_t ffh2; sector_t * realfront; sector_t * realback; #ifdef _DEBUG if (seg->linedef-lines==636) { int a = 0; } #endif // note: we always have a valid sidedef and linedef reference when getting here. this->seg = seg; if ((seg->sidedef->Flags & WALLF_POLYOBJ) && seg->backsector) { // Textures on 2-sided polyobjects are aligned to the actual seg's sectors realfront = seg->frontsector; realback = seg->backsector; } else { // Need these for aligning the textures realfront = §ors[frontsector->sectornum]; realback = backsector? §ors[backsector->sectornum] : NULL; } 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 (abs(v1->x-v2->x) > abs(v1->y-v2->y)) { glseg.fracleft = float(seg->v1->x - v1->x)/float(v2->x-v1->x); glseg.fracright = float(seg->v2->x - v1->x)/float(v2->x-v1->x); } else { glseg.fracleft = float(seg->v1->y - v1->y)/float(v2->y-v1->y); glseg.fracright = float(seg->v2->y - v1->y)/float(v2->y-v1->y); } v1=seg->v1; v2=seg->v2; } vertexes[0]=v1; vertexes[1]=v2; glseg.x1= FIXED2FLOAT(v1->x); glseg.y1= FIXED2FLOAT(v1->y); glseg.x2= FIXED2FLOAT(v2->x); glseg.y2= FIXED2FLOAT(v2->y); Colormap=frontsector->ColorMap; flags = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE)? GLWF_FOGGY : 0; int rel = 0; int orglightlevel = gl_ClampLight(frontsector->lightlevel); lightlevel = gl_ClampLight(seg->sidedef->GetLightLevel(!!(flags&GLWF_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; // Save a little time (up to 0.3 ms per frame ;) ) if (frontsector->floorplane.a | frontsector->floorplane.b) { ffh1=frontsector->floorplane.ZatPoint(v1); ffh2=frontsector->floorplane.ZatPoint(v2); zfloor[0]=FIXED2FLOAT(ffh1); zfloor[1]=FIXED2FLOAT(ffh2); } else { ffh1 = ffh2 = -frontsector->floorplane.d; zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2); } if (frontsector->ceilingplane.a | frontsector->ceilingplane.b) { fch1=frontsector->ceilingplane.ZatPoint(v1); fch2=frontsector->ceilingplane.ZatPoint(v2); zceil[0]= FIXED2FLOAT(fch1); zceil[1]= FIXED2FLOAT(fch2); } else { fch1 = fch2 = frontsector->ceilingplane.d; zceil[0] = zceil[1] = FIXED2FLOAT(fch2); } 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); // normal texture gltexture=FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::mid), true); if (gltexture) { DoTexture(RENDERWALL_M1S,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0, realfront->GetPlaneTexZ(sector_t::ceiling),realfront->GetPlaneTexZ(sector_t::floor), // must come from the original! fch1,fch2,ffh1,ffh2,0); } } else // two sided { fixed_t bch1; fixed_t bch2; fixed_t bfh1; fixed_t bfh2; if (backsector->floorplane.a | backsector->floorplane.b) { bfh1=backsector->floorplane.ZatPoint(v1); bfh2=backsector->floorplane.ZatPoint(v2); } else { bfh1 = bfh2 = -backsector->floorplane.d; } if (backsector->ceilingplane.a | backsector->ceilingplane.b) { bch1=backsector->ceilingplane.ZatPoint(v1); bch2=backsector->ceilingplane.ZatPoint(v2); } else { bch1 = bch2 = backsector->ceilingplane.d; } 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) { fixed_t 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 (bch1asidedef->GetTexture(side_t::top), true); if (gltexture) { DoTexture(RENDERWALL_TOP,seg,(seg->linedef->flags & (ML_DONTPEGTOP))==0, realfront->GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling), fch1,fch2,bch1a,bch2a,0); } else if ((frontsector->ceilingplane.a | frontsector->ceilingplane.b | backsector->ceilingplane.a | backsector->ceilingplane.b) && frontsector->GetTexture(sector_t::ceiling)!=skyflatnum && backsector->GetTexture(sector_t::ceiling)!=skyflatnum) { gltexture=FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), true); if (gltexture) { DoTexture(RENDERWALL_TOP,seg,(seg->linedef->flags & (ML_DONTPEGTOP))==0, realfront->GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling), fch1,fch2,bch1a,bch2a,0); } } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { 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); } else gltexture = NULL; if (gltexture || drawfogboundary) { DoMidTexture(seg, drawfogboundary, frontsector, backsector, realfront, realback, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2); } 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 (fch1ffh1 || bfh2>ffh2) { gltexture=FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), true); if (gltexture) { DoTexture(RENDERWALL_BOTTOM,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0, realback->GetPlaneTexZ(sector_t::floor),realfront->GetPlaneTexZ(sector_t::floor), bfh1,bfh2,ffh1,ffh2, frontsector->GetTexture(sector_t::ceiling)==skyflatnum && backsector->GetTexture(sector_t::ceiling)==skyflatnum ? realfront->GetPlaneTexZ(sector_t::floor)-realback->GetPlaneTexZ(sector_t::ceiling) : realfront->GetPlaneTexZ(sector_t::floor)-realfront->GetPlaneTexZ(sector_t::ceiling)); } else if ((frontsector->floorplane.a | frontsector->floorplane.b | backsector->floorplane.a | backsector->floorplane.b) && 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), true); if (gltexture) { DoTexture(RENDERWALL_BOTTOM,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0, realback->GetPlaneTexZ(sector_t::floor),realfront->GetPlaneTexZ(sector_t::floor), bfh1,bfh2,ffh1,ffh2, realfront->GetPlaneTexZ(sector_t::floor)-realfront->GetPlaneTexZ(sector_t::ceiling)); } } else if (backsector->GetTexture(sector_t::floor)!=skyflatnum && !(seg->sidedef->Flags & WALLF_POLYOBJ)) { 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; fixed_t ffh = frontsector->GetPlaneTexZ(sector_t::floor); fixed_t bfh = backsector->GetPlaneTexZ(sector_t::floor); 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 = FIXED2FLOAT(v1->x); glseg.y1 = FIXED2FLOAT(v1->y); glseg.x2 = FIXED2FLOAT(v2->x); glseg.y2 = FIXED2FLOAT(v2->y); glseg.fracleft = 0; glseg.fracright = 1; flags = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE)? GLWF_FOGGY : 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; zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh); gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), true); if (gltexture) { FTexCoordInfo tci; type=RENDERWALL_BOTTOM; gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT); SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0); PutWall(false); } } }