diff --git a/src/swrenderer/scene/r_opaque_pass.cpp b/src/swrenderer/scene/r_opaque_pass.cpp index 01d0be7e33..14e42379d8 100644 --- a/src/swrenderer/scene/r_opaque_pass.cpp +++ b/src/swrenderer/scene/r_opaque_pass.cpp @@ -450,7 +450,7 @@ namespace swrenderer } // kg3D - add fake segs, never rendered - void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap, Fake3DOpaque opaque3dfloor) + void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, sector_t *frontsector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap, Fake3DOpaque opaque3dfloor) { int count; seg_t* line; @@ -496,8 +496,6 @@ namespace swrenderer I_Error("RenderSubsector: ss %i with numss = %u", sub->Index(), level.subsectors.Size()); #endif - assert(sub->sector != nullptr); - if (sub->polys) { // Render the polyobjs in the subsector first AddPolyobjs(sub); @@ -508,13 +506,12 @@ namespace swrenderer return; } - frontsector = sub->sector; - frontsector->MoreFlags |= SECMF_DRAWN; + sub->sector->MoreFlags |= SECMF_DRAWN; // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect sector_t tempsec; int floorlightlevel, ceilinglightlevel; - frontsector = FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0); + sector_t *frontsector = FakeFlat(sub->sector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0); // [RH] set foggy flag bool foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); @@ -603,157 +600,14 @@ namespace swrenderer floorplane->AddLights(Thread, frontsector->lighthead); } - // kg3D - fake planes rendering - if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) - { - Clip3DFloors *clip3d = Thread->Clip3D.get(); - - // first check all floors - for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) - { - clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]); - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; - if (!clip3d->fakeFloor->fakeFloor->model) continue; - if (clip3d->fakeFloor->fakeFloor->bottom.plane->isSlope()) continue; - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) - { - clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->top.plane, frontsector); - } - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; - if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue; - if (clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR) continue; - fixed_t fakeAlpha = MIN(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE); - if (clip3d->fakeFloor->validcount != validcount) - { - clip3d->fakeFloor->validcount = validcount; - clip3d->NewClip(); - } - double fakeHeight = clip3d->fakeFloor->fakeFloor->top.plane->ZatPoint(frontsector->centerspot); - if (fakeHeight < Thread->Viewport->viewpoint.Pos.Z && - fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) - { - tempsec = *clip3d->fakeFloor->fakeFloor->model; - tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; - tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; - - int position; - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) - { - tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling)); - position = sector_t::ceiling; - } - else - { - position = sector_t::floor; - } - frontsector = &tempsec; - - if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) - { - lightlist_t *light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false); - basecolormap = GetColorTable(light->extra_colormap); - adjusted_floorlightlevel = *light->p_lightlevel; - } - - VisiblePlane *floorplane3d = Thread->PlaneList->FindPlane(frontsector->floorplane, - frontsector->GetTexture(sector_t::floor), - adjusted_floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 3/16/98 - frontsector->GetAlpha(sector_t::floor), - !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), - frontsector->planes[position].xform, - frontsector->sky, - nullptr, - basecolormap, - Fake3DOpaque::FakeFloor, - fakeAlpha); - - floorplane3d->AddLights(Thread, frontsector->lighthead); - - FakeDrawLoop(sub, floorplane3d, nullptr, foggy, basecolormap, Fake3DOpaque::FakeFloor); - frontsector = sub->sector; - } - } - // and now ceilings - for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++) - { - clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]); - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; - if (!clip3d->fakeFloor->fakeFloor->model) continue; - if (clip3d->fakeFloor->fakeFloor->top.plane->isSlope()) continue; - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) - { - clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->bottom.plane, frontsector); - } - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; - if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue; - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && (clip3d->fakeFloor->fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue; - fixed_t fakeAlpha = MIN(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE); - - if (clip3d->fakeFloor->validcount != validcount) - { - clip3d->fakeFloor->validcount = validcount; - clip3d->NewClip(); - } - double fakeHeight = clip3d->fakeFloor->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); - if (fakeHeight > Thread->Viewport->viewpoint.Pos.Z && - fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) - { - tempsec = *clip3d->fakeFloor->fakeFloor->model; - tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; - tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; - - int position; - if ((!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) || - (clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) - { - tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor)); - position = sector_t::floor; - } - else - { - position = sector_t::ceiling; - } - - frontsector = &tempsec; - - tempsec.ceilingplane.ChangeHeight(-1 / 65536.); - if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) - { - lightlist_t *light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false); - basecolormap = GetColorTable(light->extra_colormap); - adjusted_ceilinglightlevel = *light->p_lightlevel; - } - tempsec.ceilingplane.ChangeHeight(1 / 65536.); - - VisiblePlane *ceilingplane3d = Thread->PlaneList->FindPlane(frontsector->ceilingplane, // killough 3/8/98 - frontsector->GetTexture(sector_t::ceiling), - adjusted_ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 4/11/98 - frontsector->GetAlpha(sector_t::ceiling), - !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), - frontsector->planes[position].xform, - frontsector->sky, - nullptr, - basecolormap, - Fake3DOpaque::FakeCeiling, - fakeAlpha); - - ceilingplane3d->AddLights(Thread, frontsector->lighthead); - - FakeDrawLoop(sub, nullptr, ceilingplane3d, foggy, basecolormap, Fake3DOpaque::FakeCeiling); - frontsector = sub->sector; - } - } - clip3d->fakeFloor = nullptr; - } - - basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true); + Add3DFloorPlanes(sub, frontsector, basecolormap, foggy, adjusted_ceilinglightlevel, adjusted_floorlightlevel); // killough 9/18/98: Fix underwater slowdown, by passing real sector // instead of fake one. Improve sprite lighting by basing sprite // lightlevels on floor & ceiling lightlevels in the surrounding area. // [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by // it, otherwise they are lit by the floor. - AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, basecolormap); + AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true)); // [RH] Add particles if ((unsigned int)(sub->Index()) < level.subsectors.Size()) @@ -782,29 +636,7 @@ namespace swrenderer } else if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) { - // kg3D - fake planes bounding calculation - if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size()) - { - Clip3DFloors *clip3d = Thread->Clip3D.get(); - for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++) - { - clip3d->SetFakeFloor(line->backsector->e->XFloor.ffloors[i]); - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; - if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; - if (!clip3d->fakeFloor->fakeFloor->model) continue; - Fake3DOpaque opaque3dfloor = Fake3DOpaque::FakeBack; - tempsec = *clip3d->fakeFloor->fakeFloor->model; - tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; - tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; - if (clip3d->fakeFloor->validcount != validcount) - { - clip3d->fakeFloor->validcount = validcount; - clip3d->NewClip(); - } - renderline.Render(line, InSubsector, frontsector, &tempsec, nullptr, nullptr, foggy, basecolormap, opaque3dfloor); // fake - } - clip3d->fakeFloor = nullptr; - } + Add3DFloorLine(line, frontsector, basecolormap, foggy); renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap, Fake3DOpaque::Normal); // now real } line++; @@ -815,6 +647,177 @@ namespace swrenderer } } + void RenderOpaquePass::Add3DFloorLine(seg_t *line, sector_t *frontsector, FDynamicColormap *basecolormap, bool foggy) + { + // kg3D - fake planes bounding calculation + if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size()) + { + Clip3DFloors *clip3d = Thread->Clip3D.get(); + for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++) + { + clip3d->SetFakeFloor(line->backsector->e->XFloor.ffloors[i]); + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; + if (!clip3d->fakeFloor->fakeFloor->model) continue; + Fake3DOpaque opaque3dfloor = Fake3DOpaque::FakeBack; + sector_t tempsec = *clip3d->fakeFloor->fakeFloor->model; + tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; + tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; + if (clip3d->fakeFloor->validcount != validcount) + { + clip3d->fakeFloor->validcount = validcount; + clip3d->NewClip(); + } + renderline.Render(line, InSubsector, frontsector, &tempsec, nullptr, nullptr, foggy, basecolormap, opaque3dfloor); // fake + } + clip3d->fakeFloor = nullptr; + } + } + + void RenderOpaquePass::Add3DFloorPlanes(subsector_t *sub, sector_t *frontsector, FDynamicColormap *basecolormap, bool foggy, int ceilinglightlevel, int floorlightlevel) + { + // kg3D - fake planes rendering + if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) + { + CameraLight *cameraLight = CameraLight::Instance(); + Clip3DFloors *clip3d = Thread->Clip3D.get(); + + // first check all floors + for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) + { + clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]); + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; + if (!clip3d->fakeFloor->fakeFloor->model) continue; + if (clip3d->fakeFloor->fakeFloor->bottom.plane->isSlope()) continue; + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) + { + clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->top.plane, frontsector); + } + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; + if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue; + if (clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR) continue; + fixed_t fakeAlpha = MIN(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE); + if (clip3d->fakeFloor->validcount != validcount) + { + clip3d->fakeFloor->validcount = validcount; + clip3d->NewClip(); + } + double fakeHeight = clip3d->fakeFloor->fakeFloor->top.plane->ZatPoint(frontsector->centerspot); + if (fakeHeight < Thread->Viewport->viewpoint.Pos.Z && + fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) + { + sector_t tempsec = *clip3d->fakeFloor->fakeFloor->model; + tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; + tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; + + int position; + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) + { + tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling)); + position = sector_t::ceiling; + } + else + { + position = sector_t::floor; + } + + if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) + { + lightlist_t *light = P_GetPlaneLight(sub->sector, &tempsec.floorplane, false); + basecolormap = GetColorTable(light->extra_colormap); + floorlightlevel = *light->p_lightlevel; + } + + VisiblePlane *floorplane3d = Thread->PlaneList->FindPlane( + tempsec.floorplane, + tempsec.GetTexture(sector_t::floor), + floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + tempsec.GetAlpha(sector_t::floor), + !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), + tempsec.planes[position].xform, + tempsec.sky, + nullptr, + basecolormap, + Fake3DOpaque::FakeFloor, + fakeAlpha); + + floorplane3d->AddLights(Thread, tempsec.lighthead); + + FakeDrawLoop(sub, &tempsec, floorplane3d, nullptr, foggy, basecolormap, Fake3DOpaque::FakeFloor); + } + } + // and now ceilings + for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++) + { + clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]); + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue; + if (!clip3d->fakeFloor->fakeFloor->model) continue; + if (clip3d->fakeFloor->fakeFloor->top.plane->isSlope()) continue; + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) + { + clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->bottom.plane, frontsector); + } + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue; + if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue; + if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && (clip3d->fakeFloor->fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue; + fixed_t fakeAlpha = MIN(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE); + + if (clip3d->fakeFloor->validcount != validcount) + { + clip3d->fakeFloor->validcount = validcount; + clip3d->NewClip(); + } + double fakeHeight = clip3d->fakeFloor->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); + if (fakeHeight > Thread->Viewport->viewpoint.Pos.Z && + fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) + { + sector_t tempsec = *clip3d->fakeFloor->fakeFloor->model; + tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane; + tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane; + + int position; + if ((!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) || + (clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) + { + tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor)); + position = sector_t::floor; + } + else + { + position = sector_t::ceiling; + } + + tempsec.ceilingplane.ChangeHeight(-1 / 65536.); + if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) + { + lightlist_t *light = P_GetPlaneLight(sub->sector, &tempsec.ceilingplane, false); + basecolormap = GetColorTable(light->extra_colormap); + ceilinglightlevel = *light->p_lightlevel; + } + tempsec.ceilingplane.ChangeHeight(1 / 65536.); + + VisiblePlane *ceilingplane3d = Thread->PlaneList->FindPlane( + tempsec.ceilingplane, + tempsec.GetTexture(sector_t::ceiling), + ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), + tempsec.GetAlpha(sector_t::ceiling), + !!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS), + tempsec.planes[position].xform, + tempsec.sky, + nullptr, + basecolormap, + Fake3DOpaque::FakeCeiling, + fakeAlpha); + + ceilingplane3d->AddLights(Thread, tempsec.lighthead); + + FakeDrawLoop(sub, &tempsec, nullptr, ceilingplane3d, foggy, basecolormap, Fake3DOpaque::FakeCeiling); + } + } + clip3d->fakeFloor = nullptr; + } + } + void RenderOpaquePass::RenderScene() { if (Thread->MainThread) diff --git a/src/swrenderer/scene/r_opaque_pass.h b/src/swrenderer/scene/r_opaque_pass.h index a0a1d494a1..92cb352dcf 100644 --- a/src/swrenderer/scene/r_opaque_pass.h +++ b/src/swrenderer/scene/r_opaque_pass.h @@ -81,18 +81,19 @@ namespace swrenderer private: void RenderBSPNode(void *node); void RenderSubsector(subsector_t *sub); - bool CheckBBox(float *bspcoord); + void AddPolyobjs(subsector_t *sub); - void FakeDrawLoop(subsector_t *sub, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap, Fake3DOpaque opaque3dfloor); + + void Add3DFloorPlanes(subsector_t *sub, sector_t *frontsector, FDynamicColormap *basecolormap, bool foggy, int adjusted_ceilinglightlevel, int adjusted_floorlightlevel); + void FakeDrawLoop(subsector_t *sub, sector_t *frontsector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, bool foggy, FDynamicColormap *basecolormap, Fake3DOpaque opaque3dfloor); + void Add3DFloorLine(seg_t *line, sector_t *frontsector, FDynamicColormap *basecolormap, bool foggy); void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap); - bool IsPotentiallyVisible(AActor *thing); bool GetThingSprite(AActor *thing, ThingSprite &sprite); subsector_t *InSubsector = nullptr; - sector_t *frontsector = nullptr; WaterFakeSide FakeSide = WaterFakeSide::Center; bool r_fakingunderwater = false;