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