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https://github.com/ZDoom/gzdoom-gles.git
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273758344f
information of all actors in the sector needs to be updated. SVN r1600 (trunk)
1152 lines
32 KiB
C++
1152 lines
32 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// BSP traversal, handling of LineSegs for rendering.
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//
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// This file contains some code from the Build Engine.
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//
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// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "r_main.h"
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#include "r_plane.h"
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#include "r_draw.h"
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#include "r_things.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "r_bsp.h"
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#include "v_palette.h"
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#include "r_sky.h"
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int WallMost (short *mostbuf, const secplane_t &plane);
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seg_t* curline;
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side_t* sidedef;
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line_t* linedef;
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sector_t* frontsector;
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sector_t* backsector;
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// killough 4/7/98: indicates doors closed wrt automap bugfix:
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int doorclosed;
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bool r_fakingunderwater;
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extern bool rw_prepped;
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extern bool rw_havehigh, rw_havelow;
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extern int rw_floorstat, rw_ceilstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
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extern short wallbottom[MAXWIDTH];
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extern short wallupper[MAXWIDTH];
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extern short walllower[MAXWIDTH];
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fixed_t rw_backcz1, rw_backcz2;
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fixed_t rw_backfz1, rw_backfz2;
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fixed_t rw_frontcz1, rw_frontcz2;
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fixed_t rw_frontfz1, rw_frontfz2;
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size_t MaxDrawSegs;
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drawseg_t *drawsegs;
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drawseg_t* firstdrawseg;
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drawseg_t* ds_p;
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size_t FirstInterestingDrawseg;
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TArray<size_t> InterestingDrawsegs;
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fixed_t WallTX1, WallTX2; // x coords at left, right of wall in view space
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fixed_t WallTY1, WallTY2; // y coords at left, right of wall in view space
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fixed_t WallCX1, WallCX2; // x coords at left, right of wall in camera space
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fixed_t WallCY1, WallCY2; // y coords at left, right of wall in camera space
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int WallSX1, WallSX2; // x coords at left, right of wall in screen space
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fixed_t WallSZ1, WallSZ2; // depth at left, right of wall in screen space
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float WallDepthOrg, WallDepthScale;
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float WallUoverZorg, WallUoverZstep;
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float WallInvZorg, WallInvZstep;
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static BYTE FakeSide;
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int WindowLeft, WindowRight;
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WORD MirrorFlags;
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seg_t *ActiveWallMirror;
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TArray<size_t> WallMirrors;
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CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
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void R_StoreWallRange (int start, int stop);
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//
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// R_ClearDrawSegs
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//
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void R_ClearDrawSegs (void)
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{
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if (drawsegs == NULL)
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{
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MaxDrawSegs = 256; // [RH] Default. Increased as needed.
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firstdrawseg = drawsegs = (drawseg_t *)M_Malloc (MaxDrawSegs * sizeof(drawseg_t));
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}
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FirstInterestingDrawseg = 0;
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InterestingDrawsegs.Clear ();
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ds_p = drawsegs;
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}
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//
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// ClipWallSegment
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// Clips the given range of columns
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// and includes it in the new clip list.
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//
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//
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// 1/11/98 killough: Since a type "short" is sufficient, we
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// should use it, since smaller arrays fit better in cache.
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//
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struct cliprange_t
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{
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short first, last; // killough
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};
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// newend is one past the last valid seg
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static cliprange_t *newend;
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static cliprange_t solidsegs[MAXWIDTH/2+2];
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//==========================================================================
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//
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// R_ClipWallSegment
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//
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// Clips the given range of columns, possibly including it in the clip list.
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// Handles both windows (e.g. LineDefs with upper and lower textures) and
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// solid walls (e.g. single sided LineDefs [middle texture]) that entirely
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// block the view.
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//
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//==========================================================================
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void R_ClipWallSegment (int first, int last, bool solid)
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{
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cliprange_t *next, *start;
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int i, j;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first)
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start++;
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if (first < start->first)
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{
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if (last <= start->first)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange (first, last);
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// Insert a new clippost for solid walls.
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if (solid)
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{
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if (last == start->first)
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{
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start->first = first;
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}
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else
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{
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next = newend;
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newend++;
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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}
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}
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange (first, start->first);
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// Adjust the clip size for solid walls
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if (solid)
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{
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start->first = first;
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}
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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next = start;
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while (last >= (next+1)->first)
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{
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// There is a fragment between two posts.
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R_StoreWallRange (next->last, (next+1)->first);
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next++;
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if (last <= next->last)
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{
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// Bottom is contained in next.
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last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange (next->last, last);
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crunch:
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if (solid)
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{
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// Adjust the clip size.
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start->last = last;
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if (next != start)
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{
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// Remove start+1 to next from the clip list,
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// because start now covers their area.
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for (i = 1, j = (int)(newend - next); j > 0; i++, j--)
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{
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start[i] = next[i];
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}
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newend = start+i;
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}
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}
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs (short left, short right)
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{
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solidsegs[0].first = -0x7fff; // new short limit -- killough
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solidsegs[0].last = left;
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solidsegs[1].first = right;
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solidsegs[1].last = 0x7fff; // new short limit -- killough
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newend = solidsegs+2;
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}
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int GetFloorLight (const sector_t *sec)
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{
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if (sec->GetFlags(sector_t::floor) & SECF_ABSLIGHTING)
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{
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return sec->GetPlaneLight(sector_t::floor);
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}
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else
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{
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return clamp (sec->lightlevel + sec->GetPlaneLight(sector_t::floor), 0, 255);
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}
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}
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int GetCeilingLight (const sector_t *sec)
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{
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if (sec->GetFlags(sector_t::ceiling) & SECF_ABSLIGHTING)
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{
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return sec->GetPlaneLight(sector_t::ceiling);
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}
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else
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{
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return clamp (sec->lightlevel + sec->GetPlaneLight(sector_t::ceiling), 0, 255);
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}
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}
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bool CopyPlaneIfValid (secplane_t *dest, const secplane_t *source, const secplane_t *opp)
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{
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bool copy = false;
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// If the planes do not have matching slopes, then always copy them
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// because clipping would require creating new sectors.
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if (source->a != dest->a || source->b != dest->b || source->c != dest->c)
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{
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copy = true;
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}
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else if (opp->a != -dest->a || opp->b != -dest->b || opp->c != -dest->c)
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{
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if (source->d < dest->d)
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{
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copy = true;
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}
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}
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else if (source->d < dest->d && source->d > -opp->d)
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{
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copy = true;
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}
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if (copy)
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{
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*dest = *source;
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}
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return copy;
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}
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//
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// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
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//
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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// the drawn floor and ceiling textures, and light level, with
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// the control sector's.
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//
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// Similar for ceiling, only reflected.
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//
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// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
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//
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
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int *floorlightlevel, int *ceilinglightlevel,
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bool back)
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{
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// [RH] allow per-plane lighting
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = GetFloorLight (sec);
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = GetCeilingLight (sec);
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}
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FakeSide = FAKED_Center;
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const sector_t *s = sec->GetHeightSec();
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if (s != NULL)
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{
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sector_t *heightsec = viewsector->heightsec;
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bool underwater = r_fakingunderwater ||
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(heightsec && viewz <= heightsec->floorplane.ZatPoint (viewx, viewy));
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bool doorunderwater = false;
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int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES);
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// Replace sector being drawn with a copy to be hacked
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*tempsec = *sec;
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// Replace floor and ceiling height with control sector's heights.
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if (diffTex)
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{
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if (CopyPlaneIfValid (&tempsec->floorplane, &s->floorplane, &sec->ceilingplane))
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{
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
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}
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else if (s->MoreFlags & SECF_FAKEFLOORONLY)
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{
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if (underwater)
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{
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tempsec->ColorMap = s->ColorMap;
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = GetFloorLight (s);
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = GetCeilingLight (s);
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}
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}
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FakeSide = FAKED_BelowFloor;
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return tempsec;
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}
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return sec;
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}
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}
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else
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{
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tempsec->floorplane = s->floorplane;
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}
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if (!(s->MoreFlags & SECF_FAKEFLOORONLY))
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{
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if (diffTex)
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{
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if (CopyPlaneIfValid (&tempsec->ceilingplane, &s->ceilingplane, &sec->floorplane))
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{
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tempsec->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false);
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}
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}
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else
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{
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tempsec->ceilingplane = s->ceilingplane;
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}
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}
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// fixed_t refflorz = s->floorplane.ZatPoint (viewx, viewy);
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fixed_t refceilz = s->ceilingplane.ZatPoint (viewx, viewy);
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// fixed_t orgflorz = sec->floorplane.ZatPoint (viewx, viewy);
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fixed_t orgceilz = sec->ceilingplane.ZatPoint (viewx, viewy);
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#if 1
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// [RH] Allow viewing underwater areas through doors/windows that
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// are underwater but not in a water sector themselves.
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// Only works if you cannot see the top surface of any deep water
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// sectors at the same time.
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if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
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{
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if (rw_frontcz1 <= s->floorplane.ZatPoint (curline->v1->x, curline->v1->y) &&
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rw_frontcz2 <= s->floorplane.ZatPoint (curline->v2->x, curline->v2->y))
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{
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// Check that the window is actually visible
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for (int z = WallSX1; z < WallSX2; ++z)
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{
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if (floorclip[z] > ceilingclip[z])
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{
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doorunderwater = true;
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r_fakingunderwater = true;
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break;
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}
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}
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}
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}
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#endif
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if (underwater || doorunderwater)
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{
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tempsec->floorplane = sec->floorplane;
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tempsec->ceilingplane = s->floorplane;
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tempsec->ceilingplane.FlipVert ();
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tempsec->ceilingplane.ChangeHeight (-1);
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tempsec->ColorMap = s->ColorMap;
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}
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// killough 11/98: prevent sudden light changes from non-water sectors:
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if ((underwater && !back) || doorunderwater)
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{ // head-below-floor hack
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tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
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tempsec->ceilingplane = s->floorplane;
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tempsec->ceilingplane.FlipVert ();
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tempsec->ceilingplane.ChangeHeight (-1);
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if (s->GetTexture(sector_t::ceiling) == skyflatnum)
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{
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tempsec->floorplane = tempsec->ceilingplane;
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tempsec->floorplane.FlipVert ();
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tempsec->floorplane.ChangeHeight (+1);
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tempsec->SetTexture(sector_t::ceiling, tempsec->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform;
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}
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else
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{
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tempsec->SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false);
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tempsec->planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform;
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}
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = GetFloorLight (s);
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = GetCeilingLight (s);
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}
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}
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FakeSide = FAKED_BelowFloor;
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}
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else if (heightsec && viewz >= heightsec->ceilingplane.ZatPoint (viewx, viewy) &&
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orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
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{ // Above-ceiling hack
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tempsec->ceilingplane = s->ceilingplane;
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tempsec->floorplane = s->ceilingplane;
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tempsec->floorplane.FlipVert ();
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tempsec->floorplane.ChangeHeight (+1);
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tempsec->ColorMap = s->ColorMap;
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tempsec->ColorMap = s->ColorMap;
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tempsec->SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false);
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false);
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tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform;
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if (s->GetTexture(sector_t::floor) != skyflatnum)
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{
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tempsec->ceilingplane = sec->ceilingplane;
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
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}
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
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{
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tempsec->lightlevel = s->lightlevel;
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|
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = GetFloorLight (s);
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = GetCeilingLight (s);
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}
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}
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FakeSide = FAKED_AboveCeiling;
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}
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sec = tempsec; // Use other sector
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}
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return sec;
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}
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|
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//
|
|
// R_AddLine
|
|
// Clips the given segment
|
|
// and adds any visible pieces to the line list.
|
|
//
|
|
|
|
void R_AddLine (seg_t *line)
|
|
{
|
|
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
|
|
bool solid;
|
|
fixed_t tx1, tx2, ty1, ty2;
|
|
|
|
curline = line;
|
|
|
|
// [RH] Color if not texturing line
|
|
dc_color = (((int)(line - segs) * 8) + 4) & 255;
|
|
|
|
tx1 = line->v1->x - viewx;
|
|
tx2 = line->v2->x - viewx;
|
|
ty1 = line->v1->y - viewy;
|
|
ty2 = line->v2->y - viewy;
|
|
|
|
// Reject lines not facing viewer
|
|
if (DMulScale32 (ty1, tx1-tx2, tx1, ty2-ty1) >= 0)
|
|
return;
|
|
|
|
WallTX1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
|
|
WallTX2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
|
|
|
|
WallTY1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
|
|
WallTY2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
int t = 256-WallTX1;
|
|
WallTX1 = 256-WallTX2;
|
|
WallTX2 = t;
|
|
swap (WallTY1, WallTY2);
|
|
}
|
|
|
|
if (WallTX1 >= -WallTY1)
|
|
{
|
|
if (WallTX1 > WallTY1) return; // left edge is off the right side
|
|
if (WallTY1 == 0) return;
|
|
WallSX1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS;
|
|
if (WallTX1 >= 0) WallSX1 = MIN (viewwidth, WallSX1+1); // fix for signed divide
|
|
WallSZ1 = WallTY1;
|
|
}
|
|
else
|
|
{
|
|
if (WallTX2 < -WallTY2) return; // wall is off the left side
|
|
fixed_t den = WallTX1 - WallTX2 - WallTY2 + WallTY1;
|
|
if (den == 0) return;
|
|
WallSX1 = 0;
|
|
WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den);
|
|
}
|
|
|
|
if (WallSZ1 < 32)
|
|
return;
|
|
|
|
if (WallTX2 <= WallTY2)
|
|
{
|
|
if (WallTX2 < -WallTY2) return; // right edge is off the left side
|
|
if (WallTY2 == 0) return;
|
|
WallSX2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS;
|
|
if (WallTX2 >= 0) WallSX2 = MIN (viewwidth, WallSX2+1); // fix for signed divide
|
|
WallSZ2 = WallTY2;
|
|
}
|
|
else
|
|
{
|
|
if (WallTX1 > WallTY1) return; // wall is off the right side
|
|
fixed_t den = WallTY2 - WallTY1 - WallTX2 + WallTX1;
|
|
if (den == 0) return;
|
|
WallSX2 = viewwidth;
|
|
WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den);
|
|
}
|
|
|
|
if (WallSZ2 < 32 || WallSX2 <= WallSX1)
|
|
return;
|
|
|
|
if (WallSX1 > WindowRight || WallSX2 < WindowLeft)
|
|
return;
|
|
|
|
if (line->linedef == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
vertex_t *v1, *v2;
|
|
|
|
v1 = line->linedef->v1;
|
|
v2 = line->linedef->v2;
|
|
|
|
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
|
|
{ // The seg is the entire wall.
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
WallUoverZorg = (float)WallTX2 * WallTMapScale;
|
|
WallUoverZstep = (float)(-WallTY2) * 32.f;
|
|
WallInvZorg = (float)(WallTX2 - WallTX1) * WallTMapScale;
|
|
WallInvZstep = (float)(WallTY1 - WallTY2) * 32.f;
|
|
}
|
|
else
|
|
{
|
|
WallUoverZorg = (float)WallTX1 * WallTMapScale;
|
|
WallUoverZstep = (float)(-WallTY1) * 32.f;
|
|
WallInvZorg = (float)(WallTX1 - WallTX2) * WallTMapScale;
|
|
WallInvZstep = (float)(WallTY2 - WallTY1) * 32.f;
|
|
}
|
|
}
|
|
else
|
|
{ // The seg is only part of the wall.
|
|
if (line->linedef->sidenum[0] != DWORD(line->sidedef - sides))
|
|
{
|
|
swap (v1, v2);
|
|
}
|
|
tx1 = v1->x - viewx;
|
|
tx2 = v2->x - viewx;
|
|
ty1 = v1->y - viewy;
|
|
ty2 = v2->y - viewy;
|
|
|
|
fixed_t fullx1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
|
|
fixed_t fullx2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
|
|
fixed_t fully1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
|
|
fixed_t fully2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
fullx1 = -fullx1;
|
|
fullx2 = -fullx2;
|
|
}
|
|
|
|
WallUoverZorg = (float)fullx1 * WallTMapScale;
|
|
WallUoverZstep = (float)(-fully1) * 32.f;
|
|
WallInvZorg = (float)(fullx1 - fullx2) * WallTMapScale;
|
|
WallInvZstep = (float)(fully2 - fully1) * 32.f;
|
|
}
|
|
WallDepthScale = WallInvZstep * WallTMapScale2;
|
|
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
|
|
|
|
backsector = line->backsector;
|
|
|
|
rw_frontcz1 = frontsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
|
|
rw_frontfz1 = frontsector->floorplane.ZatPoint (line->v1->x, line->v1->y);
|
|
rw_frontcz2 = frontsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y);
|
|
rw_frontfz2 = frontsector->floorplane.ZatPoint (line->v2->x, line->v2->y);
|
|
|
|
rw_mustmarkfloor = rw_mustmarkceiling = false;
|
|
rw_havehigh = rw_havelow = false;
|
|
|
|
// Single sided line?
|
|
if (backsector == NULL)
|
|
{
|
|
solid = true;
|
|
}
|
|
else
|
|
{
|
|
// killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
|
|
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
|
|
|
|
doorclosed = 0; // killough 4/16/98
|
|
|
|
rw_backcz1 = backsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
|
|
rw_backfz1 = backsector->floorplane.ZatPoint (line->v1->x, line->v1->y);
|
|
rw_backcz2 = backsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y);
|
|
rw_backfz2 = backsector->floorplane.ZatPoint (line->v2->x, line->v2->y);
|
|
|
|
// Cannot make these walls solid, because it can result in
|
|
// sprite clipping problems for sprites near the wall
|
|
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
|
|
{
|
|
rw_havehigh = true;
|
|
WallMost (wallupper, backsector->ceilingplane);
|
|
}
|
|
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
|
|
{
|
|
rw_havelow = true;
|
|
WallMost (walllower, backsector->floorplane);
|
|
}
|
|
|
|
// Closed door.
|
|
if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
|
|
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
|
|
{
|
|
solid = true;
|
|
}
|
|
else if (
|
|
// properly render skies (consider door "open" if both ceilings are sky):
|
|
(backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
|
|
|
// if door is closed because back is shut:
|
|
&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
|
|
|
|
// preserve a kind of transparent door/lift special effect:
|
|
&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid())
|
|
&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
|
|
{
|
|
// killough 1/18/98 -- This function is used to fix the automap bug which
|
|
// showed lines behind closed doors simply because the door had a dropoff.
|
|
//
|
|
// It assumes that Doom has already ruled out a door being closed because
|
|
// of front-back closure (e.g. front floor is taller than back ceiling).
|
|
|
|
// This fixes the automap floor height bug -- killough 1/18/98:
|
|
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
|
|
doorclosed = true;
|
|
solid = true;
|
|
}
|
|
else if (frontsector->ceilingplane != backsector->ceilingplane ||
|
|
frontsector->floorplane != backsector->floorplane)
|
|
{
|
|
// Window.
|
|
solid = false;
|
|
}
|
|
else if (backsector->lightlevel != frontsector->lightlevel
|
|
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|
|
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
|
|
|| curline->sidedef->GetTexture(side_t::mid).isValid()
|
|
|
|
// killough 3/7/98: Take flats offsets into account:
|
|
|| backsector->GetXOffset(sector_t::floor) != frontsector->GetXOffset(sector_t::floor)
|
|
|| backsector->GetYOffset(sector_t::floor) != frontsector->GetYOffset(sector_t::floor)
|
|
|| backsector->GetXOffset(sector_t::ceiling) != frontsector->GetXOffset(sector_t::ceiling)
|
|
|| backsector->GetYOffset(sector_t::ceiling) != frontsector->GetYOffset(sector_t::ceiling)
|
|
|
|
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|
|
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|
|
|| backsector->GetFlags(sector_t::floor) != frontsector->GetFlags(sector_t::floor)
|
|
|| backsector->GetFlags(sector_t::ceiling) != frontsector->GetFlags(sector_t::ceiling)
|
|
|
|
// [RH] Also consider colormaps
|
|
|| backsector->ColorMap != frontsector->ColorMap
|
|
|
|
// [RH] and scaling
|
|
|| backsector->GetXScale(sector_t::floor) != frontsector->GetXScale(sector_t::floor)
|
|
|| backsector->GetYScale(sector_t::floor) != frontsector->GetYScale(sector_t::floor)
|
|
|| backsector->GetXScale(sector_t::ceiling) != frontsector->GetXScale(sector_t::ceiling)
|
|
|| backsector->GetYScale(sector_t::ceiling) != frontsector->GetYScale(sector_t::ceiling)
|
|
|
|
// [RH] and rotation
|
|
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
|
|
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
|
|
)
|
|
{
|
|
solid = false;
|
|
}
|
|
else
|
|
{
|
|
// Reject empty lines used for triggers and special events.
|
|
// Identical floor and ceiling on both sides, identical light levels
|
|
// on both sides, and no middle texture.
|
|
return;
|
|
}
|
|
}
|
|
|
|
rw_prepped = false;
|
|
|
|
if (line->linedef->special == Line_Horizon)
|
|
{
|
|
// Be aware: Line_Horizon does not work properly with sloped planes
|
|
clearbufshort (walltop+WallSX1, WallSX2 - WallSX1, centery);
|
|
clearbufshort (wallbottom+WallSX1, WallSX2 - WallSX1, centery);
|
|
}
|
|
else
|
|
{
|
|
rw_ceilstat = WallMost (walltop, frontsector->ceilingplane);
|
|
rw_floorstat = WallMost (wallbottom, frontsector->floorplane);
|
|
|
|
// [RH] treat off-screen walls as solid
|
|
#if 0 // Maybe later...
|
|
if (!solid)
|
|
{
|
|
if (rw_ceilstat == 12 && line->sidedef->GetTexture(side_t::top) != 0)
|
|
{
|
|
rw_mustmarkceiling = true;
|
|
solid = true;
|
|
}
|
|
if (rw_floorstat == 3 && line->sidedef->GetTexture(side_t::bottom) != 0)
|
|
{
|
|
rw_mustmarkfloor = true;
|
|
solid = true;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
R_ClipWallSegment (WallSX1, WallSX2, solid);
|
|
}
|
|
|
|
|
|
//
|
|
// R_CheckBBox
|
|
// Checks BSP node/subtree bounding box.
|
|
// Returns true if some part of the bbox might be visible.
|
|
//
|
|
extern "C" const int checkcoord[12][4] =
|
|
{
|
|
{3,0,2,1},
|
|
{3,0,2,0},
|
|
{3,1,2,0},
|
|
{0},
|
|
{2,0,2,1},
|
|
{0,0,0,0},
|
|
{3,1,3,0},
|
|
{0},
|
|
{2,0,3,1},
|
|
{2,1,3,1},
|
|
{2,1,3,0}
|
|
};
|
|
|
|
|
|
static bool R_CheckBBox (fixed_t *bspcoord) // killough 1/28/98: static
|
|
{
|
|
int boxx;
|
|
int boxy;
|
|
int boxpos;
|
|
|
|
fixed_t x1, y1, x2, y2;
|
|
fixed_t rx1, ry1, rx2, ry2;
|
|
int sx1, sx2;
|
|
|
|
cliprange_t* start;
|
|
|
|
// Find the corners of the box
|
|
// that define the edges from current viewpoint.
|
|
if (viewx <= bspcoord[BOXLEFT])
|
|
boxx = 0;
|
|
else if (viewx < bspcoord[BOXRIGHT])
|
|
boxx = 1;
|
|
else
|
|
boxx = 2;
|
|
|
|
if (viewy >= bspcoord[BOXTOP])
|
|
boxy = 0;
|
|
else if (viewy > bspcoord[BOXBOTTOM])
|
|
boxy = 1;
|
|
else
|
|
boxy = 2;
|
|
|
|
boxpos = (boxy<<2)+boxx;
|
|
if (boxpos == 5)
|
|
return true;
|
|
|
|
x1 = bspcoord[checkcoord[boxpos][0]] - viewx;
|
|
y1 = bspcoord[checkcoord[boxpos][1]] - viewy;
|
|
x2 = bspcoord[checkcoord[boxpos][2]] - viewx;
|
|
y2 = bspcoord[checkcoord[boxpos][3]] - viewy;
|
|
|
|
// check clip list for an open space
|
|
|
|
// Sitting on a line?
|
|
if (DMulScale32 (y1, x1-x2, x1, y2-y1) >= 0)
|
|
return true;
|
|
|
|
rx1 = DMulScale20 (x1, viewsin, -y1, viewcos);
|
|
rx2 = DMulScale20 (x2, viewsin, -y2, viewcos);
|
|
ry1 = DMulScale20 (x1, viewtancos, y1, viewtansin);
|
|
ry2 = DMulScale20 (x2, viewtancos, y2, viewtansin);
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
int t = 256-rx1;
|
|
rx1 = 256-rx2;
|
|
rx2 = t;
|
|
swap (ry1, ry2);
|
|
}
|
|
|
|
if (rx1 >= -ry1)
|
|
{
|
|
if (rx1 > ry1) return false; // left edge is off the right side
|
|
if (ry1 == 0) return false;
|
|
sx1 = (centerxfrac + Scale (rx1, centerxfrac, ry1)) >> FRACBITS;
|
|
if (rx1 >= 0) sx1 = MIN<int> (viewwidth, sx1+1); // fix for signed divide
|
|
}
|
|
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 = (centerxfrac + Scale (rx2, centerxfrac, ry2)) >> FRACBITS;
|
|
if (rx2 >= 0) sx2 = MIN<int> (viewwidth, sx2+1); // fix for signed divide
|
|
}
|
|
else
|
|
{
|
|
if (rx1 > ry1) return false; // wall is off the right side
|
|
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
|
|
sx2 = viewwidth;
|
|
}
|
|
|
|
// Find the first clippost that touches the source post
|
|
// (adjacent pixels are touching).
|
|
|
|
// Does not cross a pixel.
|
|
if (sx2 <= sx1)
|
|
return false;
|
|
|
|
start = solidsegs;
|
|
while (start->last < sx2)
|
|
start++;
|
|
|
|
if (sx1 >= start->first && sx2 <= start->last)
|
|
{
|
|
// The clippost contains the new span.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el)
|
|
{
|
|
FDynamicColormap *floodcolormap;
|
|
int floodlight;
|
|
bool flooding;
|
|
vertex_t **triangle;
|
|
int i, j;
|
|
fixed_t diff;
|
|
|
|
if (el == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
triangle = frontsector->Triangle;
|
|
flooding = false;
|
|
floodcolormap = basecolormap;
|
|
floodlight = *light;
|
|
|
|
for (i = 0; i < el->NumUsedLights; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
diff = plane.ZatPoint (triangle[j]) - el->Lights[i].Plane.ZatPoint (triangle[j]);
|
|
if (diff != 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (diff >= 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (!flooding || el->Lights[i].bFlooder)
|
|
{
|
|
if (el->Lights[i].Master == NULL)
|
|
{
|
|
basecolormap = floodcolormap;
|
|
*light = floodlight;
|
|
}
|
|
else
|
|
{
|
|
basecolormap = el->Lights[i].Master->ColorMap;
|
|
*light = el->Lights[i].Master->lightlevel;
|
|
if (el->Lights[i].bFlooder)
|
|
{
|
|
flooding = true;
|
|
floodcolormap = basecolormap;
|
|
floodlight = *light;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//
|
|
// R_Subsector
|
|
// Determine floor/ceiling planes.
|
|
// Add sprites of things in sector.
|
|
// Draw one or more line segments.
|
|
//
|
|
void R_Subsector (subsector_t *sub)
|
|
{
|
|
int count;
|
|
seg_t* line;
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sector_t tempsec; // killough 3/7/98: deep water hack
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int floorlightlevel; // killough 3/16/98: set floor lightlevel
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int ceilinglightlevel; // killough 4/11/98
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#ifdef RANGECHECK
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if (sub - subsectors >= (ptrdiff_t)numsubsectors)
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I_Error ("R_Subsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
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#endif
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frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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count = sub->numlines;
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line = &segs[sub->firstline];
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|
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// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
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frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
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&ceilinglightlevel, false); // killough 4/11/98
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basecolormap = frontsector->ColorMap;
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R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
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// [RH] set foggy flag
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foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
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r_actualextralight = foggy ? 0 : extralight << 4;
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basecolormap = frontsector->ColorMap;
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ceilingplane = frontsector->ceilingplane.ZatPoint (viewx, viewy) > viewz ||
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
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(frontsector->CeilingSkyBox != NULL && frontsector->CeilingSkyBox->bAlways) ||
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(frontsector->heightsec &&
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!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
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R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
|
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ceilinglightlevel + r_actualextralight, // killough 4/11/98
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frontsector->GetXOffset(sector_t::ceiling), // killough 3/7/98
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frontsector->GetYOffset(sector_t::ceiling), // killough 3/7/98
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|
frontsector->GetXScale(sector_t::ceiling),
|
|
frontsector->GetYScale(sector_t::ceiling),
|
|
frontsector->GetAngle(sector_t::ceiling),
|
|
frontsector->sky,
|
|
frontsector->CeilingSkyBox
|
|
) : NULL;
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|
|
|
basecolormap = frontsector->ColorMap;
|
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R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
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|
|
|
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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|
// killough 3/16/98: add floorlightlevel
|
|
// killough 10/98: add support for skies transferred from sidedefs
|
|
floorplane = frontsector->floorplane.ZatPoint (viewx, viewy) < viewz || // killough 3/7/98
|
|
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
|
|
(frontsector->FloorSkyBox != NULL && frontsector->FloorSkyBox->bAlways) ||
|
|
(frontsector->heightsec &&
|
|
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
|
|
R_FindPlane(frontsector->floorplane,
|
|
frontsector->GetTexture(sector_t::floor),
|
|
floorlightlevel + r_actualextralight, // killough 3/16/98
|
|
frontsector->GetXOffset(sector_t::floor), // killough 3/7/98
|
|
frontsector->GetYOffset(sector_t::floor), // killough 3/7/98
|
|
frontsector->GetXScale(sector_t::floor),
|
|
frontsector->GetYScale(sector_t::floor),
|
|
frontsector->GetAngle(sector_t::floor),
|
|
frontsector->sky,
|
|
frontsector->FloorSkyBox
|
|
) : NULL;
|
|
|
|
// killough 9/18/98: Fix underwater slowdown, by passing real sector
|
|
// instead of fake one. Improve sprite lighting by basing sprite
|
|
// lightlevels on floor & ceiling lightlevels in the surrounding area.
|
|
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
|
|
// it, otherwise they are lit by the floor.
|
|
R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
|
ceilinglightlevel : floorlightlevel, FakeSide);
|
|
|
|
// [RH] Add particles
|
|
int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
|
|
for (WORD i = ParticlesInSubsec[(unsigned int)(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
|
|
{
|
|
R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide);
|
|
}
|
|
|
|
if (sub->poly)
|
|
{ // Render the polyobj in the subsector first
|
|
int polyCount = sub->poly->numsegs;
|
|
seg_t **polySeg = sub->poly->segs;
|
|
while (polyCount--)
|
|
{
|
|
R_AddLine (*polySeg++);
|
|
}
|
|
}
|
|
|
|
while (count--)
|
|
{
|
|
if (!line->bPolySeg)
|
|
{
|
|
R_AddLine (line);
|
|
}
|
|
line++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// RenderBSPNode
|
|
// Renders all subsectors below a given node, traversing subtree recursively.
|
|
// Just call with BSP root and -1.
|
|
// killough 5/2/98: reformatted, removed tail recursion
|
|
|
|
void R_RenderBSPNode (void *node)
|
|
{
|
|
if (numnodes == 0)
|
|
{
|
|
R_Subsector (subsectors);
|
|
return;
|
|
}
|
|
while (!((size_t)node & 1)) // Keep going until found a subsector
|
|
{
|
|
node_t *bsp = (node_t *)node;
|
|
|
|
// Decide which side the view point is on.
|
|
int side = R_PointOnSide (viewx, viewy, bsp);
|
|
|
|
// Recursively divide front space (toward the viewer).
|
|
R_RenderBSPNode (bsp->children[side]);
|
|
|
|
// Possibly divide back space (away from the viewer).
|
|
side ^= 1;
|
|
if (!R_CheckBBox (bsp->bbox[side]))
|
|
return;
|
|
|
|
node = bsp->children[side];
|
|
}
|
|
R_Subsector ((subsector_t *)((BYTE *)node - 1));
|
|
}
|