mirror of
https://github.com/ZDoom/gzdoom.git
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- Slightly improve how softpoly processes portals - Pass the vertex transform matrix via a command rather than being part of the drawer args - Improve zbuffer drawers in the software renderer - Misc model rendering fixes
681 lines
22 KiB
C++
681 lines
22 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "p_lnspec.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_wall.h"
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#include "poly_decal.h"
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#include "polyrenderer/poly_renderer.h"
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#include "r_sky.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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EXTERN_CVAR(Bool, r_drawmirrors)
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EXTERN_CVAR(Bool, r_fogboundary)
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bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine)
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{
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double topTexZ = frontsector->GetPlaneTexZ(sector_t::ceiling);
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double bottomTexZ = frontsector->GetPlaneTexZ(sector_t::floor);
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PolyDrawLinePortal *polyportal = nullptr;
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if (line->backsector == nullptr && line->linedef && line->sidedef == line->linedef->sidedef[0] && (line->linedef->special == Line_Mirror && r_drawmirrors))
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{
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if (lastPortalLine == line->linedef ||
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(line->linedef->v1->fX() * clipPlane.A + line->linedef->v1->fY() * clipPlane.B + clipPlane.D <= 0.0f) ||
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(line->linedef->v2->fX() * clipPlane.A + line->linedef->v2->fY() * clipPlane.B + clipPlane.D <= 0.0f))
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{
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return false;
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}
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linePortals.push_back(std::unique_ptr<PolyDrawLinePortal>(new PolyDrawLinePortal(line->linedef)));
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polyportal = linePortals.back().get();
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}
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else if (line->linedef && line->linedef->isVisualPortal())
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{
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if (lastPortalLine == line->linedef ||
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(line->linedef->v1->fX() * clipPlane.A + line->linedef->v1->fY() * clipPlane.B + clipPlane.D <= 0.0f) ||
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(line->linedef->v2->fX() * clipPlane.A + line->linedef->v2->fY() * clipPlane.B + clipPlane.D <= 0.0f))
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{
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return false;
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}
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FLinePortal *portal = line->linedef->getPortal();
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for (auto &p : linePortals)
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{
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if (p->Portal == portal) // To do: what other criterias do we need to check for?
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{
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polyportal = p.get();
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break;
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}
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}
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if (!polyportal)
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{
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linePortals.push_back(std::unique_ptr<PolyDrawLinePortal>(new PolyDrawLinePortal(portal)));
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polyportal = linePortals.back().get();
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}
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}
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RenderPolyWall wall;
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wall.LineSeg = line;
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wall.Line = line->linedef;
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wall.Side = line->sidedef;
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wall.LineSegLine = line->linedef;
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wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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wall.Masked = false;
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wall.SubsectorDepth = subsectorDepth;
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wall.StencilValue = stencilValue;
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wall.SectorLightLevel = frontsector->lightlevel;
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if (line->backsector == nullptr)
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{
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if (line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
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wall.TopTexZ = topTexZ;
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wall.BottomTexZ = bottomTexZ;
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wall.Wallpart = side_t::mid;
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wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
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wall.Polyportal = polyportal;
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wall.Render(thread, clipPlane);
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return true;
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}
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}
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else if (line->PartnerSeg)
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{
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PolyTransferHeights fakeback(line->PartnerSeg->Subsector);
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sector_t *backsector = fakeback.FrontSector;
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MAX(MIN(backceilz1, frontceilz1), frontfloorz1);
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double topfloorz2 = MAX(MIN(backceilz2, frontceilz2), frontfloorz2);
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double bottomceilz1 = MIN(MAX(frontfloorz1, backfloorz1), frontceilz1);
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double bottomceilz2 = MIN(MAX(frontfloorz2, backfloorz2), frontceilz2);
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double bottomfloorz1 = frontfloorz1;
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double bottomfloorz2 = frontfloorz2;
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
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wall.TopTexZ = topTexZ;
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wall.BottomTexZ = MIN(MIN(backceilz1, frontceilz1), MIN(backceilz2, frontceilz2));
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wall.Wallpart = side_t::top;
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wall.Texture = GetTexture(wall.Line, wall.Side, side_t::top);
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wall.Render(thread, clipPlane);
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}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz1, bottomceilz2, bottomfloorz2);
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wall.TopTexZ = MAX(MAX(frontfloorz1, backfloorz1), MAX(frontfloorz2, backfloorz2));
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wall.BottomTexZ = bottomTexZ;
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wall.UnpeggedCeil1 = topceilz1;
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wall.UnpeggedCeil2 = topceilz2;
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wall.Wallpart = side_t::bottom;
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wall.Texture = GetTexture(wall.Line, wall.Side, side_t::bottom);
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wall.Render(thread, clipPlane);
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}
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if (line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
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wall.TopTexZ = MAX(middleceilz1, middleceilz2);
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wall.BottomTexZ = MIN(middlefloorz1, middlefloorz2);
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wall.Wallpart = side_t::mid;
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wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
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wall.Masked = true;
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wall.Additive = !!(wall.Line->flags & ML_ADDTRANS);
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wall.Alpha = wall.Line->alpha;
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wall.FogBoundary = IsFogBoundary(frontsector, backsector);
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FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
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if ((midtex && midtex->UseType != ETextureType::Null) || wall.FogBoundary)
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translucentWallsOutput.push_back(thread->FrameMemory->NewObject<PolyTranslucentWall>(wall));
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if (polyportal)
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{
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wall.Polyportal = polyportal;
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wall.Render(thread, clipPlane);
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}
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}
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}
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return polyportal != nullptr;
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}
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bool RenderPolyWall::IsFogBoundary(sector_t *front, sector_t *back)
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{
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return r_fogboundary && PolyCameraLight::Instance()->FixedColormap() == nullptr && front->Colormap.FadeColor &&
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front->Colormap.FadeColor != back->Colormap.FadeColor &&
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(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
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}
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void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
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{
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if (!(fakeFloor->flags & FF_EXISTS)) return;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) return;
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if (fakeFloor->flags & FF_SWIMMABLE) return;
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if (!fakeFloor->model) return;
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if (fakeFloor->alpha == 0) return;
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double frontceilz1 = fakeFloor->top.plane->ZatPoint(line->v1);
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double frontfloorz1 = fakeFloor->bottom.plane->ZatPoint(line->v1);
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double frontceilz2 = fakeFloor->top.plane->ZatPoint(line->v2);
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double frontfloorz2 = fakeFloor->bottom.plane->ZatPoint(line->v2);
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double topTexZ = fakeFloor->model->GetPlaneTexZ(sector_t::ceiling);
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double bottomTexZ = fakeFloor->model->GetPlaneTexZ(sector_t::floor);
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if (frontceilz1 <= frontfloorz1 || frontceilz2 <= frontfloorz2)
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return;
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RenderPolyWall wall;
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wall.LineSeg = line;
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wall.LineSegLine = line->linedef;
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wall.Line = fakeFloor->master;
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wall.Side = fakeFloor->master->sidedef[0];
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wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
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wall.SectorLightLevel = frontsector->lightlevel;
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wall.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
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if (!wall.Additive && fakeFloor->alpha == 255)
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{
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wall.Masked = false;
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wall.Alpha = 1.0;
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}
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else
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{
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wall.Masked = true;
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wall.Alpha = fakeFloor->alpha / 255.0;
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}
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wall.SubsectorDepth = subsectorDepth;
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wall.StencilValue = stencilValue;
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
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wall.TopTexZ = topTexZ;
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wall.BottomTexZ = bottomTexZ;
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wall.Wallpart = side_t::mid;
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if (fakeFloor->flags & FF_UPPERTEXTURE)
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wall.Texture = GetTexture(line->linedef, line->sidedef, side_t::top);
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else if (fakeFloor->flags & FF_LOWERTEXTURE)
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wall.Texture = GetTexture(line->linedef, line->sidedef, side_t::bottom);
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else
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wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
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if (!wall.Masked)
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wall.Render(thread, clipPlane);
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else
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translucentWallsOutput.push_back(thread->FrameMemory->NewObject<PolyTranslucentWall>(wall));
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}
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void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane)
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{
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bool foggy = false;
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if (!Texture && !Polyportal && !FogBoundary)
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return;
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TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
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vertices[0].x = (float)v1.X;
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vertices[0].y = (float)v1.Y;
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vertices[0].z = (float)ceil1;
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vertices[0].w = 1.0f;
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vertices[1].x = (float)v2.X;
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vertices[1].y = (float)v2.Y;
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vertices[1].z = (float)ceil2;
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vertices[1].w = 1.0f;
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vertices[2].x = (float)v2.X;
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vertices[2].y = (float)v2.Y;
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vertices[2].z = (float)floor2;
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vertices[2].w = 1.0f;
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vertices[3].x = (float)v1.X;
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vertices[3].y = (float)v1.Y;
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vertices[3].z = (float)floor1;
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vertices[3].w = 1.0f;
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if (Texture)
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{
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PolyWallTextureCoordsU texcoordsU(Texture, LineSeg, LineSegLine, Side, Wallpart);
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PolyWallTextureCoordsV texcoordsVLeft(Texture, Line, Side, Wallpart, ceil1, floor1, UnpeggedCeil1, TopTexZ, BottomTexZ);
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PolyWallTextureCoordsV texcoordsVRght(Texture, Line, Side, Wallpart, ceil2, floor2, UnpeggedCeil2, TopTexZ, BottomTexZ);
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vertices[0].u = (float)texcoordsU.u1;
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vertices[0].v = (float)texcoordsVLeft.v1;
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vertices[1].u = (float)texcoordsU.u2;
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vertices[1].v = (float)texcoordsVRght.v1;
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vertices[2].u = (float)texcoordsU.u2;
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vertices[2].v = (float)texcoordsVRght.v2;
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vertices[3].u = (float)texcoordsU.u1;
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vertices[3].v = (float)texcoordsVLeft.v2;
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}
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else
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{
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for (int i = 0; i < 4; i++)
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{
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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}
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// Masked walls clamp to the 0-1 range (no texture repeat)
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if (Masked)
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{
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bool wrap = (Line->flags & ML_WRAP_MIDTEX) || (Side->Flags & WALLF_WRAP_MIDTEX);
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if (!wrap)
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{
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ClampHeight(vertices[0], vertices[3]);
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ClampHeight(vertices[1], vertices[2]);
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}
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}
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PolyDrawArgs args;
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args.SetLight(Colormap, GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
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args.SetStencilTestValue(StencilValue);
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if (Texture && !Polyportal)
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args.SetTexture(Texture, DefaultRenderStyle());
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args.SetClipPlane(0, clipPlane);
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SetDynLights(thread, args);
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if (FogBoundary)
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{
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args.SetStyle(TriBlendMode::FogBoundary);
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args.SetColor(0xffffffff, 254);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
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if (!Texture)
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return;
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}
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if (Polyportal)
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{
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args.SetWriteStencil(true, Polyportal->StencilValue);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
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Polyportal->Shape.push_back({ vertices, 4 });
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}
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else if (!Masked)
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{
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args.SetWriteStencil(true, StencilValue + 1);
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args.SetStyle(TriBlendMode::TextureOpaque);
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DrawStripes(thread, args, vertices);
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}
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else
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{
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double srcalpha = MIN(Alpha, 1.0);
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double destalpha = Additive ? 1.0 : 1.0 - srcalpha;
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args.SetStyle(TriBlendMode::TextureAdd, srcalpha, destalpha);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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DrawStripes(thread, args, vertices);
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}
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RenderPolyDecal::RenderWallDecals(thread, clipPlane, LineSeg, StencilValue);
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}
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void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
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{
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FLightNode *light_list = (LineSeg && LineSeg->sidedef) ? LineSeg->sidedef->lighthead : nullptr;
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auto cameraLight = PolyCameraLight::Instance();
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if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
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{
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args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active
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return;
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}
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// Calculate max lights that can touch the wall so we can allocate memory for the list
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int max_lights = 0;
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FLightNode *cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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max_lights++;
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cur_node = cur_node->nextLight;
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}
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if (max_lights == 0)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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int dc_num_lights = 0;
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PolyLight *dc_lights = thread->FrameMemory->AllocMemory<PolyLight>(max_lights);
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// Setup lights
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cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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{
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bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
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// To do: cull lights not touching wall
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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auto &light = dc_lights[dc_num_lights++];
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light.x = (float)cur_node->lightsource->X();
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|
light.y = (float)cur_node->lightsource->Y();
|
|
light.z = (float)cur_node->lightsource->Z();
|
|
light.radius = 256.0f / cur_node->lightsource->GetRadius();
|
|
light.color = (red << 16) | (green << 8) | blue;
|
|
if (is_point_light)
|
|
light.radius = -light.radius;
|
|
}
|
|
|
|
cur_node = cur_node->nextLight;
|
|
}
|
|
|
|
args.SetLights(dc_lights, dc_num_lights);
|
|
|
|
// Face normal:
|
|
float dx = (float)(v2.X - v1.X);
|
|
float dy = (float)(v2.Y - v1.Y);
|
|
float nx = dy;
|
|
float ny = -dx;
|
|
float lensqr = nx * nx + ny * ny;
|
|
float rcplen = 1.0f / sqrt(lensqr);
|
|
nx *= rcplen;
|
|
ny *= rcplen;
|
|
args.SetNormal({ nx, ny, 0.0f });
|
|
}
|
|
|
|
void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices)
|
|
{
|
|
const auto &lightlist = Line->frontsector->e->XFloor.lightlist;
|
|
if (lightlist.Size() > 0)
|
|
{
|
|
PolyClipPlane topPlane;
|
|
|
|
for (unsigned int i = 0; i < lightlist.Size(); i++)
|
|
{
|
|
lightlist_t *lit = &lightlist[i];
|
|
|
|
DVector3 normal = lit->plane.Normal();
|
|
double d = lit->plane.fD();
|
|
if (normal.Z < 0.0)
|
|
{
|
|
normal = -normal;
|
|
d = -d;
|
|
}
|
|
|
|
PolyClipPlane bottomPlane = { (float)normal.X, (float)normal.Y, (float)normal.Z, (float)d };
|
|
|
|
args.SetClipPlane(1, topPlane);
|
|
args.SetClipPlane(2, bottomPlane);
|
|
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
|
|
|
FDynamicColormap *basecolormap = GetColorTable(lit->extra_colormap, Line->frontsector->SpecialColors[sector_t::walltop]);
|
|
|
|
bool foggy = false;
|
|
int lightlevel;
|
|
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
|
{
|
|
lightlevel = 255;
|
|
}
|
|
else
|
|
{
|
|
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
|
|
lightlevel = clamp(Side->GetLightLevel(foggy, *lit->p_lightlevel) + actualextralight, 0, 255);
|
|
}
|
|
args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
|
|
|
topPlane = { (float)-normal.X, (float)-normal.Y, (float)-normal.Z, (float)-d };
|
|
}
|
|
|
|
args.SetClipPlane(1, topPlane);
|
|
args.SetClipPlane(2, PolyClipPlane());
|
|
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
|
}
|
|
else
|
|
{
|
|
args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
|
|
}
|
|
}
|
|
|
|
void RenderPolyWall::ClampHeight(TriVertex &v1, TriVertex &v2)
|
|
{
|
|
float top = v1.z;
|
|
float bottom = v2.z;
|
|
float texv1 = v1.v;
|
|
float texv2 = v2.v;
|
|
float delta = (texv2 - texv1);
|
|
|
|
float t1 = texv1 < 0.0f ? -texv1 / delta : 0.0f;
|
|
float t2 = texv2 > 1.0f ? (1.0f - texv1) / delta : 1.0f;
|
|
float inv_t1 = 1.0f - t1;
|
|
float inv_t2 = 1.0f - t2;
|
|
|
|
v1.z = top * inv_t1 + bottom * t1;
|
|
v1.v = texv1 * inv_t1 + texv2 * t1;
|
|
|
|
v2.z = top * inv_t2 + bottom * t2;
|
|
v2.v = texv1 * inv_t2 + texv2 * t2;
|
|
}
|
|
|
|
FTexture *RenderPolyWall::GetTexture(const line_t *line, const side_t *side, side_t::ETexpart texpart)
|
|
{
|
|
FTexture *tex = TexMan(side->GetTexture(texpart), true);
|
|
if (tex == nullptr || tex->UseType == ETextureType::Null)
|
|
{
|
|
// Mapping error. Doom floodfills this with a plane.
|
|
// This code doesn't do that, but at least it uses the "right" texture..
|
|
|
|
if (line && line->backsector && line->sidedef[0] == side)
|
|
{
|
|
if (texpart == side_t::top)
|
|
tex = TexMan(line->backsector->GetTexture(sector_t::ceiling), true);
|
|
else if (texpart == side_t::bottom)
|
|
tex = TexMan(line->backsector->GetTexture(sector_t::floor), true);
|
|
}
|
|
if (line && line->backsector && line->sidedef[1] == side)
|
|
{
|
|
if (texpart == side_t::top)
|
|
tex = TexMan(line->frontsector->GetTexture(sector_t::ceiling), true);
|
|
else if (texpart == side_t::bottom)
|
|
tex = TexMan(line->frontsector->GetTexture(sector_t::floor), true);
|
|
}
|
|
|
|
if (tex == nullptr || tex->UseType == ETextureType::Null)
|
|
return nullptr;
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
int RenderPolyWall::GetLightLevel()
|
|
{
|
|
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
|
{
|
|
return 255;
|
|
}
|
|
else
|
|
{
|
|
bool foggy = false;
|
|
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
|
|
return clamp(Side->GetLightLevel(foggy, SectorLightLevel) + actualextralight, 0, 255);
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
PolyWallTextureCoordsU::PolyWallTextureCoordsU(FTexture *tex, const seg_t *lineseg, const line_t *line, const side_t *side, side_t::ETexpart wallpart)
|
|
{
|
|
// Calculate the U texture coordinate for the line
|
|
double lineu1 = side->GetTextureXOffset(wallpart);
|
|
double lineu2 = side->GetTextureXOffset(wallpart) + line->sidedef[0]->TexelLength * side->GetTextureXScale(wallpart);
|
|
lineu1 *= tex->Scale.X / tex->GetWidth();
|
|
lineu2 *= tex->Scale.X / tex->GetWidth();
|
|
|
|
// Calculate where we are on the lineseg
|
|
double t1, t2;
|
|
if (fabs(line->delta.X) > fabs(line->delta.Y))
|
|
{
|
|
t1 = (lineseg->v1->fX() - line->v1->fX()) / line->delta.X;
|
|
t2 = (lineseg->v2->fX() - line->v1->fX()) / line->delta.X;
|
|
}
|
|
else
|
|
{
|
|
t1 = (lineseg->v1->fY() - line->v1->fY()) / line->delta.Y;
|
|
t2 = (lineseg->v2->fY() - line->v1->fY()) / line->delta.Y;
|
|
}
|
|
|
|
// Check if lineseg is the backside of the line
|
|
if (t2 < t1)
|
|
{
|
|
std::swap(lineu1, lineu2);
|
|
}
|
|
|
|
// Calculate texture coordinates for the lineseg
|
|
u1 = (1.0 - t1) * lineu1 + t1 * lineu2;
|
|
u2 = (1.0 - t2) * lineu1 + t2 * lineu2;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
PolyWallTextureCoordsV::PolyWallTextureCoordsV(FTexture *tex, const line_t *line, const side_t *side, side_t::ETexpart wallpart, double topz, double bottomz, double unpeggedceil, double topTexZ, double bottomTexZ)
|
|
{
|
|
double yoffset = side->GetTextureYOffset(wallpart);
|
|
if (tex->bWorldPanning)
|
|
yoffset *= side->GetTextureYScale(wallpart) * tex->Scale.Y;
|
|
|
|
switch (wallpart)
|
|
{
|
|
default:
|
|
case side_t::mid:
|
|
CalcVMidPart(tex, line, side, topTexZ, bottomTexZ, yoffset);
|
|
break;
|
|
case side_t::top:
|
|
CalcVTopPart(tex, line, side, topTexZ, bottomTexZ, yoffset);
|
|
break;
|
|
case side_t::bottom:
|
|
CalcVBottomPart(tex, line, side, topTexZ, bottomTexZ, unpeggedceil, yoffset);
|
|
break;
|
|
}
|
|
|
|
v1 *= tex->Scale.Y / tex->GetHeight();
|
|
v2 *= tex->Scale.Y / tex->GetHeight();
|
|
|
|
double texZHeight = (bottomTexZ - topTexZ);
|
|
if (texZHeight > 0.0f || texZHeight < -0.0f)
|
|
{
|
|
double t1 = (topz - topTexZ) / texZHeight;
|
|
double t2 = (bottomz - topTexZ) / texZHeight;
|
|
double vorig1 = v1;
|
|
double vorig2 = v2;
|
|
v1 = vorig1 * (1.0f - t1) + vorig2 * t1;
|
|
v2 = vorig1 * (1.0f - t2) + vorig2 * t2;
|
|
}
|
|
}
|
|
|
|
void PolyWallTextureCoordsV::CalcVTopPart(FTexture *tex, const line_t *line, const side_t *side, double topz, double bottomz, double yoffset)
|
|
{
|
|
bool pegged = (line->flags & ML_DONTPEGTOP) == 0;
|
|
if (pegged) // bottom to top
|
|
{
|
|
double texHeight = tex->GetHeight() / tex->Scale.Y;
|
|
v1 = (topz - bottomz) * side->GetTextureYScale(side_t::top) - yoffset;
|
|
v2 = -yoffset;
|
|
v1 = texHeight - v1;
|
|
v2 = texHeight - v2;
|
|
}
|
|
else // top to bottom
|
|
{
|
|
v1 = yoffset;
|
|
v2 = (topz - bottomz) * side->GetTextureYScale(side_t::top) + yoffset;
|
|
}
|
|
}
|
|
|
|
void PolyWallTextureCoordsV::CalcVMidPart(FTexture *tex, const line_t *line, const side_t *side, double topz, double bottomz, double yoffset)
|
|
{
|
|
bool pegged = (line->flags & ML_DONTPEGBOTTOM) == 0;
|
|
if (pegged) // top to bottom
|
|
{
|
|
v1 = yoffset;
|
|
v2 = (topz - bottomz) * side->GetTextureYScale(side_t::mid) + yoffset;
|
|
}
|
|
else // bottom to top
|
|
{
|
|
double texHeight = tex->GetHeight() / tex->Scale.Y;
|
|
v1 = yoffset - (topz - bottomz) * side->GetTextureYScale(side_t::mid);
|
|
v2 = yoffset;
|
|
v1 = texHeight + v1;
|
|
v2 = texHeight + v2;
|
|
}
|
|
}
|
|
|
|
void PolyWallTextureCoordsV::CalcVBottomPart(FTexture *tex, const line_t *line, const side_t *side, double topz, double bottomz, double unpeggedceil, double yoffset)
|
|
{
|
|
bool pegged = (line->flags & ML_DONTPEGBOTTOM) == 0;
|
|
if (pegged) // top to bottom
|
|
{
|
|
v1 = yoffset;
|
|
v2 = yoffset + (topz - bottomz) * side->GetTextureYScale(side_t::bottom);
|
|
}
|
|
else
|
|
{
|
|
v1 = yoffset + (unpeggedceil - topz) * side->GetTextureYScale(side_t::bottom);
|
|
v2 = yoffset + (unpeggedceil - bottomz) * side->GetTextureYScale(side_t::bottom);
|
|
}
|
|
}
|