mirror of
https://github.com/ZDoom/gzdoom.git
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1247 lines
38 KiB
C++
1247 lines
38 KiB
C++
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/*
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** gl_missingtexture.cpp
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** Handles missing upper and lower textures and self referencing sector hacks
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "g_level.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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// This is for debugging maps.
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FreeList<gl_subsectorrendernode> SSR_List;
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// profiling data
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static int totalupper, totallower;
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static int lowershcount, uppershcount;
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static glcycle_t totalms, showtotalms;
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static glcycle_t totalssms;
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static sector_t fakesec;
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void FDrawInfo::ClearBuffers()
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{
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for(unsigned int i=0;i< otherfloorplanes.Size();i++)
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{
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gl_subsectorrendernode * node = otherfloorplanes[i];
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while (node)
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{
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gl_subsectorrendernode * n = node;
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node = node->next;
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SSR_List.Release(n);
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}
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}
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otherfloorplanes.Clear();
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for(unsigned int i=0;i< otherceilingplanes.Size();i++)
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{
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gl_subsectorrendernode * node = otherceilingplanes[i];
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while (node)
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{
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gl_subsectorrendernode * n = node;
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node = node->next;
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SSR_List.Release(n);
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}
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}
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otherceilingplanes.Clear();
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// clear all the lists that might not have been cleared already
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MissingUpperTextures.Clear();
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MissingLowerTextures.Clear();
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MissingUpperSegs.Clear();
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MissingLowerSegs.Clear();
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SubsectorHacks.Clear();
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CeilingStacks.Clear();
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FloorStacks.Clear();
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HandledSubsectors.Clear();
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}
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//==========================================================================
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//
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// Adds a subsector plane to a sector's render list
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//
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//==========================================================================
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void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
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{
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int oldcnt = otherfloorplanes.Size();
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if (oldcnt<=sector)
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{
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otherfloorplanes.Resize(sector+1);
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for(int i=oldcnt;i<=sector;i++) otherfloorplanes[i]=NULL;
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}
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node->next = otherfloorplanes[sector];
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otherfloorplanes[sector] = node;
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}
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void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
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{
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int oldcnt = otherceilingplanes.Size();
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if (oldcnt<=sector)
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{
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otherceilingplanes.Resize(sector+1);
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for(int i=oldcnt;i<=sector;i++) otherceilingplanes[i]=NULL;
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}
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node->next = otherceilingplanes[sector];
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otherceilingplanes[sector] = node;
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}
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//==========================================================================
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//
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// Collects all sectors that might need a fake ceiling
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//
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//==========================================================================
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void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight)
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{
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if (!side->segs[0]->backsector) return;
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totalms.Clock();
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for(int i=0; i<side->numsegs; i++)
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{
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seg_t *seg = side->segs[i];
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// we need find the seg belonging to the passed subsector
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if (seg->Subsector == sub)
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{
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MissingTextureInfo mti = {};
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MissingSegInfo msi;
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if (sub->render_sector != sub->sector || seg->frontsector != sub->sector)
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{
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totalms.Unclock();
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return;
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}
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//@sync-hack
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for(unsigned int i=0;i<MissingUpperTextures.Size();i++)
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{
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if (MissingUpperTextures[i].sub == sub)
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{
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// Use the lowest adjoining height to draw a fake ceiling if necessary
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if (backheight < MissingUpperTextures[i].planez)
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{
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MissingUpperTextures[i].planez = backheight;
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MissingUpperTextures[i].seg = seg;
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}
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msi.MTI_Index = i;
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msi.seg=seg;
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MissingUpperSegs.Push(msi);
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totalms.Unclock();
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return;
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}
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}
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mti.seg=seg;
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mti.sub=sub;
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mti.planez=backheight;
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msi.MTI_Index = MissingUpperTextures.Push(mti);
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msi.seg=seg;
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MissingUpperSegs.Push(msi);
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}
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}
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totalms.Unclock();
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}
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//==========================================================================
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//
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// Collects all sectors that might need a fake floor
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//
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//==========================================================================
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void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight)
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{
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sector_t *backsec = side->segs[0]->backsector;
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if (!backsec) return;
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if (backsec->transdoor)
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{
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// Transparent door hacks alter the backsector's floor height so we should not
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// process the missing texture for them.
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if (backsec->transdoorheight == backsec->GetPlaneTexZ(sector_t::floor)) return;
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}
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totalms.Clock();
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// we need to check all segs of this sidedef
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for(int i=0; i<side->numsegs; i++)
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{
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seg_t *seg = side->segs[i];
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// we need find the seg belonging to the passed subsector
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if (seg->Subsector == sub)
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{
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MissingTextureInfo mti = {};
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MissingSegInfo msi;
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subsector_t * sub = seg->Subsector;
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if (sub->render_sector != sub->sector || seg->frontsector != sub->sector)
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{
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totalms.Unclock();
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return;
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}
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// Ignore FF_FIX's because they are designed to abuse missing textures
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if (seg->backsector->e->XFloor.ffloors.Size() && seg->backsector->e->XFloor.ffloors[0]->flags&FF_FIX)
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{
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totalms.Unclock();
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return;
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}
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//@sync-hack
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for(unsigned int i=0;i<MissingLowerTextures.Size();i++)
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{
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if (MissingLowerTextures[i].sub == sub)
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{
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// Use the highest adjoining height to draw a fake floor if necessary
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if (backheight > MissingLowerTextures[i].planez)
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{
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MissingLowerTextures[i].planez = backheight;
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MissingLowerTextures[i].seg = seg;
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}
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msi.MTI_Index = i;
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msi.seg=seg;
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MissingLowerSegs.Push(msi);
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totalms.Unclock();
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return;
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}
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}
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mti.seg=seg;
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mti.sub = sub;
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mti.planez=backheight;
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msi.MTI_Index = MissingLowerTextures.Push(mti);
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msi.seg=seg;
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MissingLowerSegs.Push(msi);
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}
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}
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totalms.Unclock();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, fixed_t planez)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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for(DWORD i=0; i< subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for(DWORD i=0; i< subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline +i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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// already checked?
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if (backsub->validcount == validcount) continue;
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backsub->validcount=validcount;
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if (seg->frontsector != seg->backsector && seg->linedef)
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{
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, true);
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// Don't bother with slopes
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if (sec->ceilingplane.a!=0 || sec->ceilingplane.b!=0) return false;
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// Is the neighboring ceiling lower than the desired height?
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if (sec->GetPlaneTexZ(sector_t::ceiling)<planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZ(sector_t::ceiling)==planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)];
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if (!tex || tex->UseType==FTexture::TEX_Null) continue;
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else return false;
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}
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}
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if (!DoOneSectorUpper(backsub, planez)) return false;
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}
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// all checked ok. This subsector is part of the current fake plane
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HandledSubsectors.Push(subsec);
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return 1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, fixed_t planez)
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{
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// Is there a one-sided wall in this subsector?
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// Do this first to avoid unnecessary recursion
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for(DWORD i=0; i< subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for(DWORD i=0; i< subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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// already checked?
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if (backsub->validcount == validcount) continue;
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backsub->validcount=validcount;
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if (seg->frontsector != seg->backsector && seg->linedef)
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{
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, true);
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// Don't bother with slopes
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if (sec->floorplane.a!=0 || sec->floorplane.b!=0) return false;
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// Is the neighboring floor higher than the desired height?
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if (sec->GetPlaneTexZ(sector_t::floor)>planez)
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{
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// todo: check for missing textures.
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return false;
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}
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// This is an exact height match which means we don't have to do any further checks for this sector
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if (sec->GetPlaneTexZ(sector_t::floor)==planez)
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{
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// If there's a texture abort
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FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)];
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if (!tex || tex->UseType==FTexture::TEX_Null) continue;
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else return false;
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}
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}
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if (!DoOneSectorLower(backsub, planez)) return false;
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}
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// all checked ok. This sector is part of the current fake plane
|
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HandledSubsectors.Push(subsec);
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return 1;
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}
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//==========================================================================
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//
|
||
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//
|
||
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//
|
||
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//==========================================================================
|
||
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bool FDrawInfo::DoFakeBridge(subsector_t * subsec, fixed_t planez)
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{
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// Is there a one-sided wall in this sector?
|
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// Do this first to avoid unnecessary recursion
|
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for(DWORD i=0; i< subsec->numlines; i++)
|
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{
|
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
|
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for(DWORD i=0; i< subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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// already checked?
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if (backsub->validcount == validcount) continue;
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backsub->validcount=validcount;
|
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|
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if (seg->frontsector != seg->backsector && seg->linedef)
|
||
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{
|
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// Note: if this is a real line between sectors
|
||
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// we can be sure that render_sector is the real sector!
|
||
|
|
||
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, true);
|
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// Don't bother with slopes
|
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if (sec->floorplane.a!=0 || sec->floorplane.b!=0) return false;
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|
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// Is the neighboring floor higher than the desired height?
|
||
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if (sec->GetPlaneTexZ(sector_t::floor)<planez)
|
||
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{
|
||
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// todo: check for missing textures.
|
||
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return false;
|
||
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}
|
||
|
|
||
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// This is an exact height match which means we don't have to do any further checks for this sector
|
||
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// No texture checks though!
|
||
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if (sec->GetPlaneTexZ(sector_t::floor)==planez) continue;
|
||
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}
|
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if (!DoFakeBridge(backsub, planez)) return false;
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}
|
||
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// all checked ok. This sector is part of the current fake plane
|
||
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|
||
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HandledSubsectors.Push(subsec);
|
||
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return 1;
|
||
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}
|
||
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|
||
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//==========================================================================
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//==========================================================================
|
||
|
bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, fixed_t planez)
|
||
|
{
|
||
|
// Is there a one-sided wall in this sector?
|
||
|
// Do this first to avoid unnecessary recursion
|
||
|
for(DWORD i=0; i< subsec->numlines; i++)
|
||
|
{
|
||
|
if (subsec->firstline[i].backsector == NULL) return false;
|
||
|
if (subsec->firstline[i].PartnerSeg == NULL) return false;
|
||
|
}
|
||
|
|
||
|
for(DWORD i=0; i< subsec->numlines; i++)
|
||
|
{
|
||
|
seg_t * seg = subsec->firstline + i;
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
// already checked?
|
||
|
if (backsub->validcount == validcount) continue;
|
||
|
backsub->validcount=validcount;
|
||
|
|
||
|
if (seg->frontsector != seg->backsector && seg->linedef)
|
||
|
{
|
||
|
// Note: if this is a real line between sectors
|
||
|
// we can be sure that render_sector is the real sector!
|
||
|
|
||
|
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, true);
|
||
|
|
||
|
// Don't bother with slopes
|
||
|
if (sec->ceilingplane.a!=0 || sec->ceilingplane.b!=0) return false;
|
||
|
|
||
|
// Is the neighboring ceiling higher than the desired height?
|
||
|
if (sec->GetPlaneTexZ(sector_t::ceiling)>planez)
|
||
|
{
|
||
|
// todo: check for missing textures.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// This is an exact height match which means we don't have to do any further checks for this sector
|
||
|
// No texture checks though!
|
||
|
if (sec->GetPlaneTexZ(sector_t::ceiling)==planez) continue;
|
||
|
}
|
||
|
if (!DoFakeCeilingBridge(backsub, planez)) return false;
|
||
|
}
|
||
|
// all checked ok. This sector is part of the current fake plane
|
||
|
|
||
|
HandledSubsectors.Push(subsec);
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Draws the fake planes
|
||
|
//
|
||
|
//==========================================================================
|
||
|
void FDrawInfo::HandleMissingTextures()
|
||
|
{
|
||
|
sector_t fake;
|
||
|
totalms.Clock();
|
||
|
totalupper=MissingUpperTextures.Size();
|
||
|
totallower=MissingLowerTextures.Size();
|
||
|
|
||
|
for(unsigned int i=0;i<MissingUpperTextures.Size();i++)
|
||
|
{
|
||
|
if (!MissingUpperTextures[i].seg) continue;
|
||
|
HandledSubsectors.Clear();
|
||
|
validcount++;
|
||
|
|
||
|
if (MissingUpperTextures[i].planez > viewz)
|
||
|
{
|
||
|
// close the hole only if all neighboring sectors are an exact height match
|
||
|
// Otherwise just fill in the missing textures.
|
||
|
MissingUpperTextures[i].sub->validcount=validcount;
|
||
|
if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].planez))
|
||
|
{
|
||
|
sector_t * sec = MissingUpperTextures[i].seg->backsector;
|
||
|
// The mere fact that this seg has been added to the list means that the back sector
|
||
|
// will be rendered so we can safely assume that it is already in the render list
|
||
|
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
|
||
|
AddOtherCeilingPlane(sec->sectornum, node);
|
||
|
}
|
||
|
|
||
|
if (HandledSubsectors.Size()!=1)
|
||
|
{
|
||
|
// mark all subsectors in the missing list that got processed by this
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
for(unsigned int k=0;k<MissingUpperTextures.Size();k++)
|
||
|
{
|
||
|
if (MissingUpperTextures[k].sub==HandledSubsectors[j])
|
||
|
{
|
||
|
MissingUpperTextures[k].seg=NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else MissingUpperTextures[i].seg=NULL;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!MissingUpperTextures[i].seg->PartnerSeg) continue;
|
||
|
subsector_t *backsub = MissingUpperTextures[i].seg->PartnerSeg->Subsector;
|
||
|
if (!backsub) continue;
|
||
|
validcount++;
|
||
|
HandledSubsectors.Clear();
|
||
|
|
||
|
{
|
||
|
// It isn't a hole. Now check whether it might be a fake bridge
|
||
|
sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false);
|
||
|
fixed_t planez = fakesector->GetPlaneTexZ(sector_t::ceiling);
|
||
|
|
||
|
backsub->validcount=validcount;
|
||
|
if (DoFakeCeilingBridge(backsub, planez))
|
||
|
{
|
||
|
// The mere fact that this seg has been added to the list means that the back sector
|
||
|
// will be rendered so we can safely assume that it is already in the render list
|
||
|
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
AddOtherCeilingPlane(fakesector->sectornum, node);
|
||
|
}
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(unsigned int i=0;i<MissingLowerTextures.Size();i++)
|
||
|
{
|
||
|
if (!MissingLowerTextures[i].seg) continue;
|
||
|
HandledSubsectors.Clear();
|
||
|
validcount++;
|
||
|
|
||
|
if (MissingLowerTextures[i].planez < viewz)
|
||
|
{
|
||
|
// close the hole only if all neighboring sectors are an exact height match
|
||
|
// Otherwise just fill in the missing textures.
|
||
|
MissingLowerTextures[i].sub->validcount=validcount;
|
||
|
if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].planez))
|
||
|
{
|
||
|
sector_t * sec = MissingLowerTextures[i].seg->backsector;
|
||
|
// The mere fact that this seg has been added to the list means that the back sector
|
||
|
// will be rendered so we can safely assume that it is already in the render list
|
||
|
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
AddOtherFloorPlane(sec->sectornum, node);
|
||
|
}
|
||
|
|
||
|
if (HandledSubsectors.Size()!=1)
|
||
|
{
|
||
|
// mark all subsectors in the missing list that got processed by this
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
for(unsigned int k=0;k<MissingLowerTextures.Size();k++)
|
||
|
{
|
||
|
if (MissingLowerTextures[k].sub==HandledSubsectors[j])
|
||
|
{
|
||
|
MissingLowerTextures[k].seg=NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else MissingLowerTextures[i].seg=NULL;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!MissingLowerTextures[i].seg->PartnerSeg) continue;
|
||
|
subsector_t *backsub = MissingLowerTextures[i].seg->PartnerSeg->Subsector;
|
||
|
if (!backsub) continue;
|
||
|
validcount++;
|
||
|
HandledSubsectors.Clear();
|
||
|
|
||
|
{
|
||
|
// It isn't a hole. Now check whether it might be a fake bridge
|
||
|
sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false);
|
||
|
fixed_t planez = fakesector->GetPlaneTexZ(sector_t::floor);
|
||
|
|
||
|
backsub->validcount=validcount;
|
||
|
if (DoFakeBridge(backsub, planez))
|
||
|
{
|
||
|
// The mere fact that this seg has been added to the list means that the back sector
|
||
|
// will be rendered so we can safely assume that it is already in the render list
|
||
|
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
AddOtherFloorPlane(fakesector->sectornum, node);
|
||
|
}
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
totalms.Unclock();
|
||
|
showtotalms=totalms;
|
||
|
totalms.Reset();
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::DrawUnhandledMissingTextures()
|
||
|
{
|
||
|
validcount++;
|
||
|
for(int i=MissingUpperSegs.Size()-1; i>=0; i--)
|
||
|
{
|
||
|
int index = MissingUpperSegs[i].MTI_Index;
|
||
|
if (index>=0 && MissingUpperTextures[index].seg==NULL) continue;
|
||
|
|
||
|
seg_t * seg = MissingUpperSegs[i].seg;
|
||
|
|
||
|
// already done!
|
||
|
if (seg->linedef->validcount==validcount) continue; // already done
|
||
|
seg->linedef->validcount=validcount;
|
||
|
if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < viewz) continue; // out of sight
|
||
|
//if (seg->frontsector->ceilingpic==skyflatnum) continue;
|
||
|
|
||
|
// FIXME: The check for degenerate subsectors should be more precise
|
||
|
if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
|
||
|
if (seg->backsector->transdoor) continue;
|
||
|
if (seg->backsector->GetTexture(sector_t::ceiling)==skyflatnum) continue;
|
||
|
if (seg->backsector->portals[sector_t::ceiling] != NULL) continue;
|
||
|
|
||
|
if (!glset.notexturefill) FloodUpperGap(seg);
|
||
|
}
|
||
|
|
||
|
validcount++;
|
||
|
for(int i=MissingLowerSegs.Size()-1; i>=0; i--)
|
||
|
{
|
||
|
int index = MissingLowerSegs[i].MTI_Index;
|
||
|
if (index>=0 && MissingLowerTextures[index].seg==NULL) continue;
|
||
|
|
||
|
seg_t * seg = MissingLowerSegs[i].seg;
|
||
|
|
||
|
// already done!
|
||
|
if (seg->linedef->validcount==validcount) continue; // already done
|
||
|
seg->linedef->validcount=validcount;
|
||
|
if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
|
||
|
if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > viewz) continue; // out of sight
|
||
|
if (seg->backsector->transdoor) continue;
|
||
|
if (seg->backsector->GetTexture(sector_t::floor)==skyflatnum) continue;
|
||
|
if (seg->backsector->portals[sector_t::floor] != NULL) continue;
|
||
|
|
||
|
if (!glset.notexturefill) FloodLowerGap(seg);
|
||
|
}
|
||
|
MissingUpperTextures.Clear();
|
||
|
MissingLowerTextures.Clear();
|
||
|
MissingUpperSegs.Clear();
|
||
|
MissingLowerSegs.Clear();
|
||
|
|
||
|
}
|
||
|
|
||
|
void AppendMissingTextureStats(FString &out)
|
||
|
{
|
||
|
out.AppendFormat("Missing textures: %d upper, %d lower, %.3f ms\n",
|
||
|
totalupper, totallower, showtotalms.TimeMS());
|
||
|
}
|
||
|
|
||
|
ADD_STAT(missingtextures)
|
||
|
{
|
||
|
FString out;
|
||
|
AppendMissingTextureStats(out);
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Multi-sector deep water hacks
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::AddHackedSubsector(subsector_t * sub)
|
||
|
{
|
||
|
if (!(level.maptype == MAPTYPE_HEXEN))
|
||
|
{
|
||
|
//@sync-hack (probably not, this is only called from the main thread)
|
||
|
SubsectorHackInfo sh={sub, 0};
|
||
|
SubsectorHacks.Push (sh);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Finds a subsector whose plane can be used for rendering
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
|
||
|
{
|
||
|
// This subsector has a one sided wall and can be used.
|
||
|
if (sub->hacked==3) return true;
|
||
|
if (sub->flags & SSECF_DEGENERATE) return false;
|
||
|
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (!seg->PartnerSeg) return true;
|
||
|
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
// Find a linedef with a different visplane on the other side.
|
||
|
if (!(backsub->flags & SSECF_DEGENERATE) && seg->linedef &&
|
||
|
(sub->render_sector != backsub->render_sector && sub->sector != backsub->sector))
|
||
|
{
|
||
|
// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
|
||
|
// using such crap hacks is simply too small
|
||
|
if (sub->render_sector->GetTexture(sector_t::floor)==backsub->render_sector->GetTexture(sector_t::floor) &&
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::floor)==backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
|
||
|
sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
// This means we found an adjoining subsector that clearly would go into another
|
||
|
// visplane. That means that this subsector can be used as an anchor.
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Collect connected subsectors that have to be rendered with the same plane
|
||
|
//
|
||
|
//==========================================================================
|
||
|
static bool inview;
|
||
|
static subsector_t * viewsubsector;
|
||
|
static TArray<seg_t *> lowersegs;
|
||
|
|
||
|
bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
|
||
|
{
|
||
|
|
||
|
// mark it checked
|
||
|
sub->validcount=validcount;
|
||
|
|
||
|
|
||
|
// We must collect any subsector that either is connected to this one with a miniseg
|
||
|
// or has the same visplane.
|
||
|
// We must not collect any subsector that has the anchor's visplane!
|
||
|
if (!(sub->flags & SSECF_DEGENERATE))
|
||
|
{
|
||
|
// Is not being rendered so don't bother.
|
||
|
if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
|
||
|
|
||
|
if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) ||
|
||
|
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
|
||
|
{
|
||
|
if (sub==viewsubsector && viewz<anchor->GetPlaneTexZ(sector_t::floor)) inview=true;
|
||
|
HandledSubsectors.Push (sub);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We can assume that all segs in this subsector are connected to a subsector that has
|
||
|
// to be checked as well
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
// could be an anchor itself.
|
||
|
if (!CheckAnchorFloor (backsub)) // must not be an anchor itself!
|
||
|
{
|
||
|
if (backsub->validcount!=validcount)
|
||
|
{
|
||
|
if (!CollectSubsectorsFloor (backsub, anchor)) return false;
|
||
|
}
|
||
|
}
|
||
|
else if (sub->render_sector == backsub->render_sector)
|
||
|
{
|
||
|
// Any anchor not within the original anchor's visplane terminates the processing.
|
||
|
if (sub->render_sector->GetTexture(sector_t::floor)!=anchor->GetTexture(sector_t::floor) ||
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) ||
|
||
|
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
if (!seg->linedef || (seg->frontsector==seg->backsector && sub->render_sector!=backsub->render_sector))
|
||
|
lowersegs.Push(seg);
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Finds a subsector whose plane can be used for rendering
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
|
||
|
{
|
||
|
// This subsector has a one sided wall and can be used.
|
||
|
if (sub->hacked==3) return true;
|
||
|
if (sub->flags & SSECF_DEGENERATE) return false;
|
||
|
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (!seg->PartnerSeg) return true;
|
||
|
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
// Find a linedef with a different visplane on the other side.
|
||
|
if (!(backsub->flags & SSECF_DEGENERATE) && seg->linedef &&
|
||
|
(sub->render_sector != backsub->render_sector && sub->sector != backsub->sector))
|
||
|
{
|
||
|
// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
|
||
|
// using such crap hacks is simply too small
|
||
|
if (sub->render_sector->GetTexture(sector_t::ceiling)==backsub->render_sector->GetTexture(sector_t::ceiling) &&
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)==backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
|
||
|
sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
// This means we found an adjoining subsector that clearly would go into another
|
||
|
// visplane. That means that this subsector can be used as an anchor.
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Collect connected subsectors that have to be rendered with the same plane
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
|
||
|
{
|
||
|
// mark it checked
|
||
|
sub->validcount=validcount;
|
||
|
|
||
|
|
||
|
// We must collect any subsector that either is connected to this one with a miniseg
|
||
|
// or has the same visplane.
|
||
|
// We must not collect any subsector that has the anchor's visplane!
|
||
|
if (!(sub->flags & SSECF_DEGENERATE))
|
||
|
{
|
||
|
// Is not being rendererd so don't bother.
|
||
|
if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
|
||
|
|
||
|
if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
|
||
|
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
|
||
|
{
|
||
|
HandledSubsectors.Push (sub);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We can assume that all segs in this subsector are connected to a subsector that has
|
||
|
// to be checked as well
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
// could be an anchor itself.
|
||
|
if (!CheckAnchorCeiling (backsub)) // must not be an anchor itself!
|
||
|
{
|
||
|
if (backsub->validcount!=validcount)
|
||
|
{
|
||
|
if (!CollectSubsectorsCeiling (backsub, anchor)) return false;
|
||
|
}
|
||
|
}
|
||
|
else if (sub->render_sector == backsub->render_sector)
|
||
|
{
|
||
|
// Any anchor not within the original anchor's visplane terminates the processing.
|
||
|
if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
|
||
|
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
|
||
|
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// Process the subsectors that have been marked as hacked
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::HandleHackedSubsectors()
|
||
|
{
|
||
|
lowershcount=uppershcount=0;
|
||
|
totalssms.Reset();
|
||
|
totalssms.Clock();
|
||
|
|
||
|
viewsubsector = R_PointInSubsector(viewx, viewy);
|
||
|
|
||
|
// Each subsector may only be processed once in this loop!
|
||
|
validcount++;
|
||
|
for(unsigned int i=0;i<SubsectorHacks.Size();i++)
|
||
|
{
|
||
|
subsector_t * sub = SubsectorHacks[i].sub;
|
||
|
if (sub->validcount!=validcount && CheckAnchorFloor(sub))
|
||
|
{
|
||
|
// Now collect everything that is connected with this subsector.
|
||
|
HandledSubsectors.Clear();
|
||
|
inview=false;
|
||
|
lowersegs.Clear();
|
||
|
if (CollectSubsectorsFloor(sub, sub->render_sector))
|
||
|
{
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
AddOtherFloorPlane(sub->render_sector->sectornum, node);
|
||
|
}
|
||
|
if (inview) for(unsigned int j=0;j<lowersegs.Size();j++)
|
||
|
{
|
||
|
seg_t * seg=lowersegs[j];
|
||
|
GLRenderer->ProcessLowerMiniseg (seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
|
||
|
}
|
||
|
lowershcount+=HandledSubsectors.Size();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Each subsector may only be processed once in this loop!
|
||
|
validcount++;
|
||
|
for(unsigned int i=0;i<SubsectorHacks.Size();i++)
|
||
|
{
|
||
|
subsector_t * sub = SubsectorHacks[i].sub;
|
||
|
if (sub->validcount!=validcount && CheckAnchorCeiling(sub))
|
||
|
{
|
||
|
// Now collect everything that is connected with this subsector.
|
||
|
HandledSubsectors.Clear();
|
||
|
if (CollectSubsectorsCeiling(sub, sub->render_sector))
|
||
|
{
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
|
||
|
node->sub = HandledSubsectors[j];
|
||
|
AddOtherCeilingPlane(sub->render_sector->sectornum, node);
|
||
|
}
|
||
|
uppershcount+=HandledSubsectors.Size();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
SubsectorHacks.Clear();
|
||
|
totalssms.Unclock();
|
||
|
}
|
||
|
|
||
|
ADD_STAT(sectorhacks)
|
||
|
{
|
||
|
FString out;
|
||
|
out.Format("sectorhacks = %.3f ms, %d upper, %d lower\n", totalssms.TimeMS(), uppershcount, lowershcount);
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// This merges visplanes that lie inside a sector stack together
|
||
|
// to avoid rendering these unneeded flats
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::AddFloorStack(sector_t * sec)
|
||
|
{
|
||
|
//@sync-hack
|
||
|
FloorStacks.Push(sec);
|
||
|
}
|
||
|
|
||
|
void FDrawInfo::AddCeilingStack(sector_t * sec)
|
||
|
{
|
||
|
//@sync-hack
|
||
|
CeilingStacks.Push(sec);
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
|
||
|
{
|
||
|
sector_t fake;
|
||
|
|
||
|
// mark it checked
|
||
|
sub->validcount=validcount;
|
||
|
|
||
|
// Has a sector stack or skybox itself!
|
||
|
if (sub->render_sector->portals[sector_t::ceiling] != NULL) return;
|
||
|
|
||
|
// Don't bother processing unrendered subsectors
|
||
|
if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
|
||
|
|
||
|
// Must be the exact same visplane
|
||
|
sector_t * me = gl_FakeFlat(sub->render_sector, &fake, false);
|
||
|
if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
|
||
|
me->ceilingplane != anchor->ceilingplane ||
|
||
|
me->GetCeilingLight() != anchor->GetCeilingLight() ||
|
||
|
me->ColorMap != anchor->ColorMap ||
|
||
|
me->GetXOffset(sector_t::ceiling) != anchor->GetXOffset(sector_t::ceiling) ||
|
||
|
me->GetYOffset(sector_t::ceiling) != anchor->GetYOffset(sector_t::ceiling) ||
|
||
|
me->GetXScale(sector_t::ceiling) != anchor->GetXScale(sector_t::ceiling) ||
|
||
|
me->GetYScale(sector_t::ceiling) != anchor->GetYScale(sector_t::ceiling) ||
|
||
|
me->GetAngle(sector_t::ceiling) != anchor->GetAngle(sector_t::ceiling))
|
||
|
{
|
||
|
// different visplane so it can't belong to this stack
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
HandledSubsectors.Push (sub);
|
||
|
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
|
||
|
{
|
||
|
sector_t fake;
|
||
|
// mark it checked
|
||
|
sub->validcount=validcount;
|
||
|
|
||
|
// Has a sector stack or skybox itself!
|
||
|
if (sub->render_sector->portals[sector_t::floor] != NULL) return;
|
||
|
|
||
|
// Don't bother processing unrendered subsectors
|
||
|
if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
|
||
|
|
||
|
// Must be the exact same visplane
|
||
|
sector_t * me = gl_FakeFlat(sub->render_sector, &fake, false);
|
||
|
if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
|
||
|
me->floorplane != anchor->floorplane ||
|
||
|
me->GetFloorLight() != anchor->GetFloorLight() ||
|
||
|
me->ColorMap != anchor->ColorMap ||
|
||
|
me->GetXOffset(sector_t::floor) != anchor->GetXOffset(sector_t::floor) ||
|
||
|
me->GetYOffset(sector_t::floor) != anchor->GetYOffset(sector_t::floor) ||
|
||
|
me->GetXScale(sector_t::floor) != anchor->GetXScale(sector_t::floor) ||
|
||
|
me->GetYScale(sector_t::floor) != anchor->GetYScale(sector_t::floor) ||
|
||
|
me->GetAngle(sector_t::floor) != anchor->GetAngle(sector_t::floor))
|
||
|
{
|
||
|
// different visplane so it can't belong to this stack
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
HandledSubsectors.Push (sub);
|
||
|
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void FDrawInfo::ProcessSectorStacks()
|
||
|
{
|
||
|
unsigned int i;
|
||
|
sector_t fake;
|
||
|
|
||
|
validcount++;
|
||
|
for (i=0;i<CeilingStacks.Size (); i++)
|
||
|
{
|
||
|
sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fake, false);
|
||
|
FPortal *portal = sec->portals[sector_t::ceiling];
|
||
|
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||
|
{
|
||
|
subsector_t * sub = sec->subsectors[k];
|
||
|
if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
|
||
|
{
|
||
|
HandledSubsectors.Clear();
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec);
|
||
|
}
|
||
|
}
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
subsector_t *sub = HandledSubsectors[j];
|
||
|
ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERCEILING;
|
||
|
|
||
|
if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
|
||
|
{
|
||
|
gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal);
|
||
|
}
|
||
|
|
||
|
portal->GetGLPortal()->AddSubsector(sub);
|
||
|
|
||
|
if (sec->GetAlpha(sector_t::ceiling) != 0 && sec->GetTexture(sector_t::ceiling) != skyflatnum)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = sub;
|
||
|
AddOtherCeilingPlane(sec->sectornum, node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
validcount++;
|
||
|
for (i=0;i<FloorStacks.Size (); i++)
|
||
|
{
|
||
|
sector_t *sec = gl_FakeFlat(FloorStacks[i], &fake, false);
|
||
|
FPortal *portal = sec->portals[sector_t::floor];
|
||
|
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||
|
{
|
||
|
subsector_t * sub = sec->subsectors[k];
|
||
|
if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
|
||
|
{
|
||
|
HandledSubsectors.Clear();
|
||
|
for(DWORD j=0;j<sub->numlines;j++)
|
||
|
{
|
||
|
seg_t * seg = sub->firstline + j;
|
||
|
if (seg->PartnerSeg)
|
||
|
{
|
||
|
subsector_t * backsub = seg->PartnerSeg->Subsector;
|
||
|
|
||
|
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
|
||
|
{
|
||
|
subsector_t *sub = HandledSubsectors[j];
|
||
|
ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERFLOOR;
|
||
|
|
||
|
if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
|
||
|
{
|
||
|
gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal);
|
||
|
}
|
||
|
|
||
|
GLSectorStackPortal *glportal = portal->GetGLPortal();
|
||
|
glportal->AddSubsector(sub);
|
||
|
|
||
|
if (sec->GetAlpha(sector_t::floor) != 0 && sec->GetTexture(sector_t::floor) != skyflatnum)
|
||
|
{
|
||
|
gl_subsectorrendernode * node = SSR_List.GetNew();
|
||
|
node->sub = sub;
|
||
|
AddOtherFloorPlane(sec->sectornum, node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FloorStacks.Clear();
|
||
|
CeilingStacks.Clear();
|
||
|
}
|
||
|
|