// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // BSP traversal, handling of LineSegs for rendering. // //----------------------------------------------------------------------------- #include #include "templates.h" #include "doomdef.h" #include "m_bbox.h" #include "i_system.h" #include "p_lnspec.h" #include "p_setup.h" #include "swrenderer/drawers/r_draw.h" #include "swrenderer/plane/r_visibleplane.h" #include "swrenderer/plane/r_visibleplanelist.h" #include "swrenderer/things/r_sprite.h" #include "swrenderer/things/r_wallsprite.h" #include "swrenderer/things/r_voxel.h" #include "swrenderer/things/r_particle.h" #include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/line/r_wallsetup.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/scene/r_viewport.h" #include "swrenderer/scene/r_light.h" #include "r_3dfloors.h" #include "r_portal.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" #include "c_console.h" #include "p_maputl.h" // State. #include "doomstat.h" #include "r_state.h" #include "r_opaque_pass.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" #include "g_levellocals.h" EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor); EXTERN_CVAR(Bool, r_drawvoxels); namespace swrenderer { RenderOpaquePass *RenderOpaquePass::Instance() { static RenderOpaquePass instance; return &instance; } sector_t *RenderOpaquePass::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2) { // If player's view height is underneath fake floor, lower the // drawn ceiling to be just under the floor height, and replace // the drawn floor and ceiling textures, and light level, with // the control sector's. // // Similar for ceiling, only reflected. // [RH] allow per-plane lighting if (floorlightlevel != nullptr) { *floorlightlevel = sec->GetFloorLight(); } if (ceilinglightlevel != nullptr) { *ceilinglightlevel = sec->GetCeilingLight(); } FakeSide = WaterFakeSide::Center; const sector_t *s = sec->GetHeightSec(); if (s != nullptr) { sector_t *heightsec = viewsector->heightsec; bool underwater = r_fakingunderwater || (heightsec && heightsec->floorplane.PointOnSide(ViewPos) <= 0); bool doorunderwater = false; int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES); // Replace sector being drawn with a copy to be hacked *tempsec = *sec; // Replace floor and ceiling height with control sector's heights. if (diffTex) { if (s->floorplane.CopyPlaneIfValid(&tempsec->floorplane, &sec->ceilingplane)) { tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); } else if (s->MoreFlags & SECF_FAKEFLOORONLY) { if (underwater) { tempsec->ColorMap = s->ColorMap; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != nullptr) { *floorlightlevel = s->GetFloorLight(); } if (ceilinglightlevel != nullptr) { *ceilinglightlevel = s->GetCeilingLight(); } } FakeSide = WaterFakeSide::BelowFloor; return tempsec; } return sec; } } else { tempsec->floorplane = s->floorplane; } if (!(s->MoreFlags & SECF_FAKEFLOORONLY)) { if (diffTex) { if (s->ceilingplane.CopyPlaneIfValid(&tempsec->ceilingplane, &sec->floorplane)) { tempsec->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false); } } else { tempsec->ceilingplane = s->ceilingplane; } } double refceilz = s->ceilingplane.ZatPoint(ViewPos); double orgceilz = sec->ceilingplane.ZatPoint(ViewPos); #if 1 // [RH] Allow viewing underwater areas through doors/windows that // are underwater but not in a water sector themselves. // Only works if you cannot see the top surface of any deep water // sectors at the same time. if (backline && !r_fakingunderwater && backline->frontsector->heightsec == nullptr) { if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) && frontcz2 <= s->floorplane.ZatPoint(backline->v2)) { // Check that the window is actually visible for (int z = backx1; z < backx2; ++z) { if (floorclip[z] > ceilingclip[z]) { doorunderwater = true; r_fakingunderwater = true; break; } } } } #endif if (underwater || doorunderwater) { tempsec->floorplane = sec->floorplane; tempsec->ceilingplane = s->floorplane; tempsec->ceilingplane.FlipVert(); tempsec->ceilingplane.ChangeHeight(-1 / 65536.); tempsec->ColorMap = s->ColorMap; } // killough 11/98: prevent sudden light changes from non-water sectors: if ((underwater && !backline) || doorunderwater) { // head-below-floor hack tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; tempsec->ceilingplane = s->floorplane; tempsec->ceilingplane.FlipVert(); tempsec->ceilingplane.ChangeHeight(-1 / 65536.); if (s->GetTexture(sector_t::ceiling) == skyflatnum) { tempsec->floorplane = tempsec->ceilingplane; tempsec->floorplane.FlipVert(); tempsec->floorplane.ChangeHeight(+1 / 65536.); tempsec->SetTexture(sector_t::ceiling, tempsec->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform; } else { tempsec->SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false); tempsec->planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != nullptr) { *floorlightlevel = s->GetFloorLight(); } if (ceilinglightlevel != nullptr) { *ceilinglightlevel = s->GetCeilingLight(); } } FakeSide = WaterFakeSide::BelowFloor; } else if (heightsec && heightsec->ceilingplane.PointOnSide(ViewPos) <= 0 && orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY)) { // Above-ceiling hack tempsec->ceilingplane = s->ceilingplane; tempsec->floorplane = s->ceilingplane; tempsec->floorplane.FlipVert(); tempsec->floorplane.ChangeHeight(+1 / 65536.); tempsec->ColorMap = s->ColorMap; tempsec->ColorMap = s->ColorMap; tempsec->SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false); tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false); tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform; if (s->GetTexture(sector_t::floor) != skyflatnum) { tempsec->ceilingplane = sec->ceilingplane; tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { tempsec->lightlevel = s->lightlevel; if (floorlightlevel != nullptr) { *floorlightlevel = s->GetFloorLight(); } if (ceilinglightlevel != nullptr) { *ceilinglightlevel = s->GetCeilingLight(); } } FakeSide = WaterFakeSide::AboveCeiling; } sec = tempsec; // Use other sector } return sec; } // Checks BSP node/subtree bounding box. // Returns true if some part of the bbox might be visible. bool RenderOpaquePass::CheckBBox(float *bspcoord) { static const int checkcoord[12][4] = { { 3,0,2,1 }, { 3,0,2,0 }, { 3,1,2,0 }, { 0 }, { 2,0,2,1 }, { 0,0,0,0 }, { 3,1,3,0 }, { 0 }, { 2,0,3,1 }, { 2,1,3,1 }, { 2,1,3,0 } }; int boxx; int boxy; int boxpos; double x1, y1, x2, y2; double rx1, ry1, rx2, ry2; int sx1, sx2; // Find the corners of the box // that define the edges from current viewpoint. if (ViewPos.X <= bspcoord[BOXLEFT]) boxx = 0; else if (ViewPos.X < bspcoord[BOXRIGHT]) boxx = 1; else boxx = 2; if (ViewPos.Y >= bspcoord[BOXTOP]) boxy = 0; else if (ViewPos.Y > bspcoord[BOXBOTTOM]) boxy = 1; else boxy = 2; boxpos = (boxy << 2) + boxx; if (boxpos == 5) return true; x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X; y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y; x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X; y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y; // check clip list for an open space // Sitting on a line? if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON) return true; rx1 = x1 * ViewSin - y1 * ViewCos; rx2 = x2 * ViewSin - y2 * ViewCos; ry1 = x1 * ViewTanCos + y1 * ViewTanSin; ry2 = x2 * ViewTanCos + y2 * ViewTanSin; if (RenderPortal::Instance()->MirrorFlags & RF_XFLIP) { double t = -rx1; rx1 = -rx2; rx2 = t; swapvalues(ry1, ry2); } auto viewport = RenderViewport::Instance(); if (rx1 >= -ry1) { if (rx1 > ry1) return false; // left edge is off the right side if (ry1 == 0) return false; sx1 = xs_RoundToInt(viewport->CenterX + rx1 * viewport->CenterX / ry1); } else { if (rx2 < -ry2) return false; // wall is off the left side if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume sx1 = 0; } if (rx2 <= ry2) { if (rx2 < -ry2) return false; // right edge is off the left side if (ry2 == 0) return false; sx2 = xs_RoundToInt(viewport->CenterX + rx2 * viewport->CenterX / ry2); } else { if (rx1 > ry1) return false; // wall is off the right side if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume sx2 = viewwidth; } // Find the first clippost that touches the source post // (adjacent pixels are touching). return RenderClipSegment::Instance()->IsVisible(sx1, sx2); } void RenderOpaquePass::AddPolyobjs(subsector_t *sub) { if (sub->BSP == nullptr || sub->BSP->bDirty) { sub->BuildPolyBSP(); } if (sub->BSP->Nodes.Size() == 0) { RenderSubsector(&sub->BSP->Subsectors[0]); } else { RenderBSPNode(&sub->BSP->Nodes.Last()); } } // kg3D - add fake segs, never rendered void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap) { int count; seg_t* line; count = sub->numlines; line = sub->firstline; while (count--) { if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ)) { renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap); } line++; } } void RenderOpaquePass::RenderSubsector(subsector_t *sub) { // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. int count; seg_t* line; sector_t tempsec; // killough 3/7/98: deep water hack int floorlightlevel; // killough 3/16/98: set floor lightlevel int ceilinglightlevel; // killough 4/11/98 bool outersubsector; int fll, cll, position; FSectorPortal *portal; // kg3D - fake floor stuff VisiblePlane *backupfp; VisiblePlane *backupcp; //secplane_t templane; lightlist_t *light; if (InSubsector != nullptr) { // InSubsector is not nullptr. This means we are rendering from a mini-BSP. outersubsector = false; } else { outersubsector = true; InSubsector = sub; } #ifdef RANGECHECK if (outersubsector && sub - subsectors >= (ptrdiff_t)numsubsectors) I_Error("RenderSubsector: ss %ti with numss = %i", sub - subsectors, numsubsectors); #endif assert(sub->sector != nullptr); if (sub->polys) { // Render the polyobjs in the subsector first AddPolyobjs(sub); if (outersubsector) { InSubsector = nullptr; } return; } frontsector = sub->sector; frontsector->MoreFlags |= SECF_DRAWN; count = sub->numlines; line = sub->firstline; // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect frontsector = FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0); fll = floorlightlevel; cll = ceilinglightlevel; // [RH] set foggy flag bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE); // kg3D - fake lights CameraLight *cameraLight = CameraLight::Instance(); FDynamicColormap *basecolormap; if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false); basecolormap = light->extra_colormap; // If this is the real ceiling, don't discard plane lighting R_FakeFlat() // accounted for. if (light->p_lightlevel != &frontsector->lightlevel) { ceilinglightlevel = *light->p_lightlevel; } } else { basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; } portal = frontsector->ValidatePortal(sector_t::ceiling); VisiblePlane *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 || frontsector->GetTexture(sector_t::ceiling) == skyflatnum || portal != nullptr || (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ? VisiblePlaneList::Instance()->FindPlane(frontsector->ceilingplane, // killough 3/8/98 frontsector->GetTexture(sector_t::ceiling), ceilinglightlevel + R_ActualExtraLight(foggy), // killough 4/11/98 frontsector->GetAlpha(sector_t::ceiling), !!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE), frontsector->planes[sector_t::ceiling].xform, frontsector->sky, portal, basecolormap ) : nullptr; if (ceilingplane) ceilingplane->AddLights(frontsector->lighthead); if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false); basecolormap = light->extra_colormap; // If this is the real floor, don't discard plane lighting R_FakeFlat() // accounted for. if (light->p_lightlevel != &frontsector->lightlevel) { floorlightlevel = *light->p_lightlevel; } } else { basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap; } // killough 3/7/98: Add (x,y) offsets to flats, add deep water check // killough 3/16/98: add floorlightlevel // killough 10/98: add support for skies transferred from sidedefs portal = frontsector->ValidatePortal(sector_t::floor); VisiblePlane *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98 frontsector->GetTexture(sector_t::floor) == skyflatnum || portal != nullptr || (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ? VisiblePlaneList::Instance()->FindPlane(frontsector->floorplane, frontsector->GetTexture(sector_t::floor), floorlightlevel + R_ActualExtraLight(foggy), // killough 3/16/98 frontsector->GetAlpha(sector_t::floor), !!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE), frontsector->planes[sector_t::floor].xform, frontsector->sky, portal, basecolormap ) : nullptr; if (floorplane) floorplane->AddLights(frontsector->lighthead); // kg3D - fake planes rendering if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) { backupfp = floorplane; backupcp = ceilingplane; Clip3DFloors *clip3d = Clip3DFloors::Instance(); // first check all floors for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) { clip3d->fakeFloor = frontsector->e->XFloor.ffloors[i]; if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue; if (!clip3d->fakeFloor->model) continue; if (clip3d->fakeFloor->bottom.plane->isSlope()) continue; if (!(clip3d->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) { clip3d->AddHeight(clip3d->fakeFloor->top.plane, frontsector); } if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue; if (clip3d->fakeFloor->alpha == 0) continue; if (clip3d->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->flags & FF_INVERTSECTOR) continue; clip3d->fakeAlpha = MIN(Scale(clip3d->fakeFloor->alpha, OPAQUE, 255), OPAQUE); if (clip3d->fakeFloor->validcount != validcount) { clip3d->fakeFloor->validcount = validcount; clip3d->NewClip(); } double fakeHeight = clip3d->fakeFloor->top.plane->ZatPoint(frontsector->centerspot); if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) { clip3d->fake3D = FAKE3D_FAKEFLOOR; tempsec = *clip3d->fakeFloor->model; tempsec.floorplane = *clip3d->fakeFloor->top.plane; tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane; if (!(clip3d->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->flags & FF_INVERTSECTOR)) { tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling)); position = sector_t::ceiling; } else position = sector_t::floor; frontsector = &tempsec; if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false); basecolormap = light->extra_colormap; floorlightlevel = *light->p_lightlevel; } ceilingplane = nullptr; floorplane = VisiblePlaneList::Instance()->FindPlane(frontsector->floorplane, frontsector->GetTexture(sector_t::floor), floorlightlevel + R_ActualExtraLight(foggy), // killough 3/16/98 frontsector->GetAlpha(sector_t::floor), !!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS), frontsector->planes[position].xform, frontsector->sky, nullptr, basecolormap); if (floorplane) floorplane->AddLights(frontsector->lighthead); FakeDrawLoop(sub, floorplane, ceilingplane, foggy, basecolormap); clip3d->fake3D = 0; frontsector = sub->sector; } } // and now ceilings for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++) { clip3d->fakeFloor = frontsector->e->XFloor.ffloors[i]; if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue; if (!clip3d->fakeFloor->model) continue; if (clip3d->fakeFloor->top.plane->isSlope()) continue; if (!(clip3d->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) { clip3d->AddHeight(clip3d->fakeFloor->bottom.plane, frontsector); } if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue; if (clip3d->fakeFloor->alpha == 0) continue; if (!(clip3d->fakeFloor->flags & FF_THISINSIDE) && (clip3d->fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue; clip3d->fakeAlpha = MIN(Scale(clip3d->fakeFloor->alpha, OPAQUE, 255), OPAQUE); if (clip3d->fakeFloor->validcount != validcount) { clip3d->fakeFloor->validcount = validcount; clip3d->NewClip(); } double fakeHeight = clip3d->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) { clip3d->fake3D = FAKE3D_FAKECEILING; tempsec = *clip3d->fakeFloor->model; tempsec.floorplane = *clip3d->fakeFloor->top.plane; tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane; if ((!(clip3d->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->flags & FF_INVERTSECTOR)) || (clip3d->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->flags & FF_INVERTSECTOR)) { tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor)); position = sector_t::floor; } else position = sector_t::ceiling; frontsector = &tempsec; tempsec.ceilingplane.ChangeHeight(-1 / 65536.); if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false); basecolormap = light->extra_colormap; ceilinglightlevel = *light->p_lightlevel; } tempsec.ceilingplane.ChangeHeight(1 / 65536.); floorplane = nullptr; ceilingplane = VisiblePlaneList::Instance()->FindPlane(frontsector->ceilingplane, // killough 3/8/98 frontsector->GetTexture(sector_t::ceiling), ceilinglightlevel + R_ActualExtraLight(foggy), // killough 4/11/98 frontsector->GetAlpha(sector_t::ceiling), !!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS), frontsector->planes[position].xform, frontsector->sky, nullptr, basecolormap); if (ceilingplane) ceilingplane->AddLights(frontsector->lighthead); FakeDrawLoop(sub, floorplane, ceilingplane, foggy, basecolormap); clip3d->fake3D = 0; frontsector = sub->sector; } } clip3d->fakeFloor = nullptr; floorplane = backupfp; ceilingplane = backupcp; } basecolormap = frontsector->ColorMap; floorlightlevel = fll; ceilinglightlevel = cll; // killough 9/18/98: Fix underwater slowdown, by passing real sector // instead of fake one. Improve sprite lighting by basing sprite // lightlevels on floor & ceiling lightlevels in the surrounding area. // [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by // it, otherwise they are lit by the floor. AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, basecolormap); // [RH] Add particles if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors) { // Only do it for the main BSP. int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel) / 2 + R_ActualExtraLight(foggy)); for (WORD i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext) { RenderParticle::Project(Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide, foggy); } } count = sub->numlines; line = sub->firstline; while (count--) { if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) { // kg3D - fake planes bounding calculation if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size()) { backupfp = floorplane; backupcp = ceilingplane; floorplane = nullptr; ceilingplane = nullptr; Clip3DFloors *clip3d = Clip3DFloors::Instance(); for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++) { clip3d->fakeFloor = line->backsector->e->XFloor.ffloors[i]; if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue; if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue; if (!clip3d->fakeFloor->model) continue; clip3d->fake3D = FAKE3D_FAKEBACK; tempsec = *clip3d->fakeFloor->model; tempsec.floorplane = *clip3d->fakeFloor->top.plane; tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane; if (clip3d->fakeFloor->validcount != validcount) { clip3d->fakeFloor->validcount = validcount; clip3d->NewClip(); } renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane, foggy, basecolormap); // fake } clip3d->fakeFloor = nullptr; clip3d->fake3D = 0; floorplane = backupfp; ceilingplane = backupcp; } renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap); // now real } line++; } if (outersubsector) { InSubsector = nullptr; } } void RenderOpaquePass::RenderScene() { InSubsector = nullptr; RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output. } // // RenderBSPNode // Renders all subsectors below a given node, traversing subtree recursively. // Just call with BSP root and -1. // killough 5/2/98: reformatted, removed tail recursion void RenderOpaquePass::RenderBSPNode(void *node) { if (numnodes == 0) { RenderSubsector(subsectors); return; } while (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; // Decide which side the view point is on. int side = R_PointOnSide(ViewPos, bsp); // Recursively divide front space (toward the viewer). RenderBSPNode(bsp->children[side]); // Possibly divide back space (away from the viewer). side ^= 1; if (!CheckBBox(bsp->bbox[side])) return; node = bsp->children[side]; } RenderSubsector((subsector_t *)((BYTE *)node - 1)); } void RenderOpaquePass::ClearClip() { auto viewport = RenderViewport::Instance(); // clip ceiling to console bottom fillshort(floorclip, viewwidth, viewheight); fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !viewport->bRenderingToCanvas ? (ConBottom - viewwindowy) : 0); } void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap) { // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. // Thus we check whether it was already added. if (sec->touching_renderthings == nullptr || sec->validcount == validcount) return; // Well, now it will be done. sec->validcount = validcount; int spriteshade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy)); // Handle all things in sector. for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext) { auto thing = p->m_thing; if (thing->validcount == validcount) continue; thing->validcount = validcount; FIntCVar *cvar = thing->GetClass()->distancecheck; if (cvar != nullptr && *cvar >= 0) { double dist = (thing->Pos() - ViewPos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) { continue; } } // find fake level F3DFloor *fakeceiling = nullptr; F3DFloor *fakefloor = nullptr; for (auto rover : thing->Sector->e->XFloor.ffloors) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue; if (!(rover->flags & FF_SOLID) || rover->alpha != 255) continue; if (!fakefloor) { if (!rover->top.plane->isSlope()) { if (rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover; } } if (!rover->bottom.plane->isSlope()) { if (rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover; } } if (IsPotentiallyVisible(thing)) { ThingSprite sprite; if (GetThingSprite(thing, sprite)) { FDynamicColormap *thingColormap = basecolormap; int thingShade = spriteshade; if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies. { int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight(); thingShade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy)); thingColormap = thing->Sector->ColorMap; } if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) { RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, thingShade, foggy, thingColormap); } else if (sprite.voxel) { RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap); } else { RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap); } } } } } bool RenderOpaquePass::IsPotentiallyVisible(AActor *thing) { // Don't waste time projecting sprites that are definitely not visible. if (thing == nullptr || (thing->renderflags & RF_INVISIBLE) || !thing->RenderStyle.IsVisible(thing->Alpha) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles()) { return false; } // [ZZ] Or less definitely not visible (hue) // [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal. RenderPortal *renderportal = RenderPortal::Instance(); if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst)) return false; return true; } bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite) { sprite.pos = thing->InterpolatedPosition(r_TicFracF); sprite.pos.Z += thing->GetBobOffset(r_TicFracF); sprite.spritenum = thing->sprite; sprite.tex = nullptr; sprite.voxel = nullptr; sprite.spriteScale = thing->Scale; sprite.renderflags = thing->renderflags; if (thing->picnum.isValid()) { sprite.picnum = thing->picnum; sprite.tex = TexMan(sprite.picnum); if (sprite.tex->UseType == FTexture::TEX_Null) { return false; } if (sprite.tex->Rotations != 0xFFFF) { // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprite.tex->Rotations]; DAngle ang = (sprite.pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { if (thing->flags7 & MF7_SPRITEANGLE) rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28; else rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28; } else { if (thing->flags7 & MF7_SPRITEANGLE) rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; else rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } sprite.picnum = sprframe->Texture[rot]; if (sprframe->Flip & (1 << rot)) { sprite.renderflags ^= RF_XFLIP; } sprite.tex = TexMan[sprite.picnum]; // Do not animate the rotation } } else { // decide which texture to use for the sprite if ((unsigned)sprite.spritenum >= sprites.Size()) { DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", sprite.spritenum); return false; } spritedef_t *sprdef = &sprites[sprite.spritenum]; if (thing->frame >= sprdef->numframes) { // If there are no frames at all for this sprite, don't draw it. return false; } else { //picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0]; // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame]; DAngle ang = (sprite.pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { if (thing->flags7 & MF7_SPRITEANGLE) rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28; else rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28; } else { if (thing->flags7 & MF7_SPRITEANGLE) rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; else rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } sprite.picnum = sprframe->Texture[rot]; if (sprframe->Flip & (1 << rot)) { sprite.renderflags ^= RF_XFLIP; } sprite.tex = TexMan[sprite.picnum]; // Do not animate the rotation if (r_drawvoxels) { sprite.voxel = sprframe->Voxel; } } if (sprite.voxel == nullptr && (sprite.tex == nullptr || sprite.tex->UseType == FTexture::TEX_Null)) { return false; } if (sprite.spriteScale.Y < 0) { sprite.spriteScale.Y = -sprite.spriteScale.Y; sprite.renderflags ^= RF_YFLIP; } if (thing->player != nullptr) { P_CheckPlayerSprite(thing, sprite.spritenum, sprite.spriteScale); } if (sprite.spriteScale.X < 0) { sprite.spriteScale.X = -sprite.spriteScale.X; sprite.renderflags ^= RF_XFLIP; } } return true; } }