gzdoom/src/gl/scene/gl_flats.cpp

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/*
** gl_flat.cpp
** Flat rendering
**
**---------------------------------------------------------------------------
** Copyright 2000-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "a_sharedglobal.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "g_level.h"
#include "doomstat.h"
#include "d_player.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h"
//==========================================================================
//
// Sets the texture matrix according to the plane's texture positioning
// information
//
//==========================================================================
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
{
// only manipulate the texture matrix if needed.
if (secplane->xoffs != 0 || secplane->yoffs != 0 ||
secplane->xscale != FRACUNIT || secplane->yscale != FRACUNIT ||
secplane->angle != 0 ||
gltexture->TextureWidth(GLUSE_TEXTURE) != 64 ||
gltexture->TextureHeight(GLUSE_TEXTURE) != 64)
{
float uoffs=FIXED2FLOAT(secplane->xoffs)/gltexture->TextureWidth(GLUSE_TEXTURE);
float voffs=FIXED2FLOAT(secplane->yoffs)/gltexture->TextureHeight(GLUSE_TEXTURE);
float xscale1=FIXED2FLOAT(secplane->xscale);
float yscale1=FIXED2FLOAT(secplane->yscale);
if (gltexture->tex->bHasCanvas)
{
yscale1 = 0 - yscale1;
}
float angle=-ANGLE_TO_FLOAT(secplane->angle);
float xscale2=64.f/gltexture->TextureWidth(GLUSE_TEXTURE);
float yscale2=64.f/gltexture->TextureHeight(GLUSE_TEXTURE);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glScalef(xscale1 ,yscale1,1.0f);
glTranslatef(uoffs,voffs,0.0f);
glScalef(xscale2 ,yscale2,1.0f);
glRotatef(angle,0.0f,0.0f,1.0f);
return true;
}
return false;
}
//==========================================================================
//
// Flats
//
//==========================================================================
void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
{
Plane p;
Vector nearPt, up, right, t1;
float scale;
unsigned int k;
seg_t *v;
FLightNode * node = sub->lighthead[pass==GLPASS_LIGHT_ADDITIVE];
gl_RenderState.Apply();
while (node)
{
ADynamicLight * light = node->lightsource;
if (light->flags2&MF2_DORMANT)
{
node=node->nextLight;
continue;
}
iter_dlightf++;
// we must do the side check here because gl_SetupLight needs the correct plane orientation
// which we don't have for Legacy-style 3D-floors
fixed_t planeh = plane.plane.ZatPoint(light->x, light->y);
if (gl_lights_checkside && ((planeh<light->z && ceiling) || (planeh>light->z && !ceiling)))
{
node=node->nextLight;
continue;
}
p.Set(plane.plane);
if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.desaturation, false, foggy))
{
node=node->nextLight;
continue;
}
draw_dlightf++;
gl_RenderState.Apply();
// Render the light
glBegin(GL_TRIANGLE_FAN);
for(k = 0, v = sub->firstline; k < sub->numlines; k++, v++)
{
vertex_t *vt = v->v1;
float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
t1.Set(vt->fx, zc, vt->fy);
Vector nearToVert = t1 - nearPt;
glTexCoord2f( (nearToVert.Dot(right) * scale) + 0.5f, (nearToVert.Dot(up) * scale) + 0.5f);
glVertex3f(vt->fx, zc, vt->fy);
}
glEnd();
node = node->nextLight;
}
}
//==========================================================================
//
// Flats
//
//==========================================================================
extern FDynLightData lightdata;
bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
{
Plane p;
lightdata.Clear();
for(int i=0;i<2;i++)
{
FLightNode * node = sub->lighthead[i];
while (node)
{
ADynamicLight * light = node->lightsource;
if (light->flags2&MF2_DORMANT)
{
node=node->nextLight;
continue;
}
iter_dlightf++;
// we must do the side check here because gl_SetupLight needs the correct plane orientation
// which we don't have for Legacy-style 3D-floors
fixed_t planeh = plane.plane.ZatPoint(light->x, light->y);
if (gl_lights_checkside && ((planeh<light->z && ceiling) || (planeh>light->z && !ceiling)))
{
node=node->nextLight;
continue;
}
p.Set(plane.plane);
gl_GetLight(p, light, false, false, lightdata);
node = node->nextLight;
}
}
int numlights[3];
lightdata.Combine(numlights, gl.MaxLights());
if (numlights[2] > 0)
{
draw_dlightf+=numlights[2]/2;
gl_RenderState.EnableLight(true);
gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]);
gl_RenderState.Apply();
return true;
}
if (lightsapplied)
{
gl_RenderState.EnableLight(false);
gl_RenderState.Apply();
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::DrawSubsector(subsector_t * sub)
{
if (!gl_usevbo)
{
glBegin(GL_TRIANGLE_FAN);
if (plane.plane.a | plane.plane.b)
{
for (unsigned int k = 0; k < sub->numlines; k++)
{
vertex_t *vt = sub->firstline[k].v1;
glTexCoord2f(vt->fx / 64.f, -vt->fy / 64.f);
float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
glVertex3f(vt->fx, zc, vt->fy);
}
}
else
{
float zc = FIXED2FLOAT(plane.plane.Zat0()) + dz;
for (unsigned int k = 0; k < sub->numlines; k++)
{
vertex_t *vt = sub->firstline[k].v1;
glTexCoord2f(vt->fx / 64.f, -vt->fy / 64.f);
glVertex3f(vt->fx, zc, vt->fy);
}
}
glEnd();
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
if (plane.plane.a | plane.plane.b)
{
for (unsigned int k = 0; k < sub->numlines; k++)
{
vertex_t *vt = sub->firstline[k].v1;
ptr->x = vt->fx;
ptr->y = vt->fy;
ptr->z = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
ptr->u = vt->fx / 64.f;
ptr->v = -vt->fy / 64.f;
ptr++;
}
}
else
{
float zc = FIXED2FLOAT(plane.plane.Zat0()) + dz;
for (unsigned int k = 0; k < sub->numlines; k++)
{
vertex_t *vt = sub->firstline[k].v1;
ptr->x = vt->fx;
ptr->y = vt->fy;
ptr->z = zc;
ptr->u = vt->fx / 64.f;
ptr->v = -vt->fy / 64.f;
ptr++;
}
}
unsigned int offset;
unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
glDrawArrays(GL_TRIANGLE_FAN, offset, count);
}
flatvertices += sub->numlines;
flatprimitives++;
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::DrawSubsectors(int pass, bool istrans)
{
bool lightsapplied = false;
gl_RenderState.Apply();
if (sub)
{
// This represents a single subsector
if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
DrawSubsector(sub);
}
else
{
if (gl_usevbo && vboindex >= 0)
{
int index = vboindex;
for (int i=0; i<sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
// This is just a quick hack to make translucent 3D floors and portals work.
if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
{
if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
flatvertices += sub->numlines;
flatprimitives++;
}
index += sub->numlines;
}
}
else
{
// Draw the subsectors belonging to this sector
for (int i=0; i<sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
{
if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
DrawSubsector(sub);
}
}
}
// Draw the subsectors assigned to it due to missing textures
if (!(renderflags&SSRF_RENDER3DPLANES))
{
gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
while (node)
{
if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, node->sub);
DrawSubsector(node->sub);
node = node->next;
}
}
}
gl_RenderState.EnableLight(false);
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::Draw(int pass)
{
int i;
int rel = getExtraLight();
#ifdef _DEBUG
if (sector->sectornum == 2)
{
int a = 0;
}
#endif
switch (pass)
{
case GLPASS_BASE:
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
if (!foggy) gl_SetFog(lightlevel, rel, &Colormap, false);
DrawSubsectors(pass, false);
break;
case GLPASS_PLAIN: // Single-pass rendering
case GLPASS_ALL:
case GLPASS_BASE_MASKED:
gl_SetColor(lightlevel, rel, &Colormap,1.0f);
if (!foggy || pass != GLPASS_BASE_MASKED) gl_SetFog(lightlevel, rel, &Colormap, false);
// fall through
case GLPASS_TEXTURE:
{
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, false);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
break;
}
case GLPASS_LIGHT:
case GLPASS_LIGHT_ADDITIVE:
if (!foggy) gl_SetFog((255+lightlevel)>>1, 0, &Colormap, false);
else gl_SetFog(lightlevel, 0, &Colormap, true);
if (sub)
{
DrawSubsectorLights(sub, pass);
}
else
{
// Draw the subsectors belonging to this sector
for (i=0; i<sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags)
{
DrawSubsectorLights(sub, pass);
}
}
// Draw the subsectors assigned to it due to missing textures
if (!(renderflags&SSRF_RENDER3DPLANES))
{
gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
while (node)
{
DrawSubsectorLights(node->sub, pass);
node = node->next;
}
}
}
break;
case GLPASS_TRANSLUCENT:
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor(lightlevel, rel, &Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*(alpha));
if (!gltexture)
{
gl_RenderState.EnableTexture(false);
DrawSubsectors(pass, true);
gl_RenderState.EnableTexture(true);
}
else
{
gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, true);
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
}
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
//==========================================================================
//
// GLFlat::PutFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
inline void GLFlat::PutFlat(bool fog)
{
int list;
if (gl_fixedcolormap)
{
Colormap.Clear();
}
if (renderstyle!=STYLE_Translucent || alpha < 1.f - FLT_EPSILON || fog)
{
int list = (renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
gl_drawinfo->drawlists[list].AddFlat (this);
}
else if (gltexture != NULL)
{
static DrawListType list_indices[2][2][2]={
{ { GLDL_PLAIN, GLDL_FOG }, { GLDL_MASKED, GLDL_FOGMASKED } },
{ { GLDL_LIGHT, GLDL_LIGHTFOG }, { GLDL_LIGHTMASKED, GLDL_LIGHTFOGMASKED } }
};
bool light = false;
bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
if (!gl_fixedcolormap)
{
foggy = gl_CheckFog(&Colormap, lightlevel) || level.flags&LEVEL_HASFADETABLE;
if (gl_lights && !gl_dynlight_shader && GLRenderer->mLightCount) // Are lights touching this sector?
{
for(int i=0;i<sector->subsectorcount;i++) if (sector->subsectors[i]->lighthead[0] != NULL)
{
light=true;
}
}
}
else foggy = false;
list = list_indices[light][masked][foggy];
if (list == GLDL_LIGHT && gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
gl_drawinfo->drawlists[list].AddFlat (this);
}
}
//==========================================================================
//
// This draws one flat
// The passed sector does not indicate the area which is rendered.
// It is only used as source for the plane data.
// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
//
//==========================================================================
void GLFlat::Process(sector_t * model, int whichplane, bool fog)
{
plane.GetFromSector(model, whichplane);
if (!fog)
{
if (plane.texture==skyflatnum) return;
gltexture=FMaterial::ValidateTexture(plane.texture, true);
if (!gltexture) return;
if (gltexture->tex->isFullbright())
{
Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff;
lightlevel=255;
}
}
else
{
gltexture = NULL;
lightlevel = abs(lightlevel);
}
// get height from vplane
if (whichplane == sector_t::floor && sector->transdoor) dz = -1;
else dz = 0;
z = plane.plane.ZatPoint(0.f, 0.f);
PutFlat(fog);
rendered_flats++;
}
//==========================================================================
//
// Sets 3D floor info. Common code for all 4 cases
//
//==========================================================================
void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
{
F3DFloor::planeref & plane = top? rover->top : rover->bottom;
// FF_FOG requires an inverted logic where to get the light from
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
lightlevel = *light->p_lightlevel;
if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
else Colormap.CopyLightColor(light->extra_colormap);
alpha = rover->alpha/255.0f;
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
if (plane.model->VBOHeightcheck(plane.isceiling))
{
vboindex = plane.vindex;
}
else
{
vboindex = -1;
}
}
//==========================================================================
//
// Process a sector's flats for rendering
// This function is only called once per sector.
// Subsequent subsectors are just quickly added to the ss_renderflags array
//
//==========================================================================
void GLFlat::ProcessSector(sector_t * frontsector)
{
lightlist_t * light;
#ifdef _DEBUG
if (frontsector->sectornum==0)
{
int a = 0;
}
#endif
// Get the real sector for this one.
sector=&sectors[frontsector->sectornum];
extsector_t::xfloor &x = sector->e->XFloor;
this->sub=NULL;
byte &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];
//
//
//
// do floors
//
//
//
if (frontsector->floorplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) <= FIXED2FLOAT(viewz))
{
// process the original floor first.
srf |= SSRF_RENDERFLOOR;
lightlevel = gl_ClampLight(frontsector->GetFloorLight());
Colormap=frontsector->ColorMap;
if ((stack = (frontsector->portals[sector_t::floor] != NULL)))
{
gl_drawinfo->AddFloorStack(sector);
alpha = frontsector->GetAlpha(sector_t::floor)/65536.0f;
}
else
{
alpha = 1.0f-frontsector->GetReflect(sector_t::floor);
}
if (frontsector->VBOHeightcheck(sector_t::floor))
{
vboindex = frontsector->vboindex[sector_t::floor];
}
else
{
vboindex = -1;
}
ceiling=false;
renderflags=SSRF_RENDERFLOOR;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light!=&x.lightlist[0])
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = *light->p_lightlevel;
}
Colormap.CopyLightColor(light->extra_colormap);
}
renderstyle = STYLE_Translucent;
if (alpha!=0.0f) Process(frontsector, false, false);
}
//
//
//
// do ceilings
//
//
//
if (frontsector->ceilingplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) >= FIXED2FLOAT(viewz))
{
// process the original ceiling first.
srf |= SSRF_RENDERCEILING;
lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
Colormap=frontsector->ColorMap;
if ((stack = (frontsector->portals[sector_t::ceiling] != NULL)))
{
gl_drawinfo->AddCeilingStack(sector);
alpha = frontsector->GetAlpha(sector_t::ceiling)/65536.0f;
}
else
{
alpha = 1.0f-frontsector->GetReflect(sector_t::ceiling);
}
if (frontsector->VBOHeightcheck(sector_t::ceiling))
{
vboindex = frontsector->vboindex[sector_t::ceiling];
}
else
{
vboindex = -1;
}
ceiling=true;
renderflags=SSRF_RENDERCEILING;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &sector->ceilingplane, true);
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = *light->p_lightlevel;
}
Colormap.CopyLightColor(light->extra_colormap);
}
renderstyle = STYLE_Translucent;
if (alpha!=0.0f) Process(frontsector, true, false);
}
//
//
//
// do 3D floors
//
//
//
stack=false;
if (x.ffloors.Size())
{
player_t * player=players[consoleplayer].camera->player;
renderflags=SSRF_RENDER3DPLANES;
srf |= SSRF_RENDER3DPLANES;
// 3d-floors must not overlap!
fixed_t lastceilingheight=sector->CenterCeiling(); // render only in the range of the
fixed_t lastfloorheight=sector->CenterFloor(); // current sector part (if applicable)
F3DFloor * rover;
int k;
// floors are ordered now top to bottom so scanning the list for the best match
// is no longer necessary.
ceiling=true;
for(k=0;k<(int)x.ffloors.Size();k++)
{
rover=x.ffloors[k];
if ((rover->flags&(FF_EXISTS|FF_RENDERPLANES|FF_THISINSIDE))==(FF_EXISTS|FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
if (rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
{
fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
if (ff_top<lastceilingheight)
{
if (FIXED2FLOAT(viewz) <= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor=frontsector->ColorMap->Fade;
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight=ff_top;
}
}
if (!(rover->flags&FF_INVERTPLANES))
{
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
if (ff_bottom<lastceilingheight)
{
if (FIXED2FLOAT(viewz)<=rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor=frontsector->ColorMap->Fade;
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight=ff_bottom;
if (rover->alpha<255) lastceilingheight++;
}
}
}
}
ceiling=false;
for(k=x.ffloors.Size()-1;k>=0;k--)
{
rover=x.ffloors[k];
if ((rover->flags&(FF_EXISTS|FF_RENDERPLANES|FF_THISINSIDE))==(FF_EXISTS|FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
if (rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
{
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
if (ff_bottom>lastfloorheight || (rover->flags&FF_FIX))
{
if (FIXED2FLOAT(viewz) >= rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor=frontsector->ColorMap->Fade;
if (rover->flags&FF_FIX)
{
lightlevel = gl_ClampLight(rover->model->lightlevel);
Colormap = rover->GetColormap();
}
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight=ff_bottom;
}
}
if (!(rover->flags&FF_INVERTPLANES))
{
fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
if (ff_top>lastfloorheight)
{
if (FIXED2FLOAT(viewz) >= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor=frontsector->ColorMap->Fade;
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight=ff_top;
if (rover->alpha<255) lastfloorheight--;
}
}
}
}
}
}