- move 3d floor code into functions

This commit is contained in:
Magnus Norddahl 2018-05-11 17:00:12 +02:00
parent e4d740e586
commit 643828f5fa
2 changed files with 182 additions and 178 deletions

View file

@ -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<fixed_t>(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<fixed_t>(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())
@ -781,6 +635,19 @@ namespace swrenderer
farclip.Render(line, InSubsector, floorplane, ceilingplane, Fake3DOpaque::Normal);
}
else if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
Add3DFloorLine(line, frontsector, basecolormap, foggy);
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap, Fake3DOpaque::Normal); // now real
}
line++;
}
if (outersubsector)
{
InSubsector = nullptr;
}
}
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())
@ -793,7 +660,7 @@ namespace swrenderer
if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!clip3d->fakeFloor->fakeFloor->model) continue;
Fake3DOpaque opaque3dfloor = Fake3DOpaque::FakeBack;
tempsec = *clip3d->fakeFloor->fakeFloor->model;
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)
@ -805,13 +672,149 @@ namespace swrenderer
}
clip3d->fakeFloor = nullptr;
}
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap, Fake3DOpaque::Normal); // now real
}
line++;
}
if (outersubsector)
void RenderOpaquePass::Add3DFloorPlanes(subsector_t *sub, sector_t *frontsector, FDynamicColormap *basecolormap, bool foggy, int ceilinglightlevel, int floorlightlevel)
{
InSubsector = nullptr;
// 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<fixed_t>(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<fixed_t>(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;
}
}

View file

@ -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;