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08fe9c375b
This reuses the FTexCoordInfo class the hardware renderer had been using to calculate wall texture offsetting. The software renderers still need this sorted out to bring them in line with the rest of the code, though, but they do not have this code sufficiently well organized to make this a straightforward task.
317 lines
9.4 KiB
C++
317 lines
9.4 KiB
C++
/*
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** p_3dmidtex.cpp
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**
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** Eternity-style 3D-midtex handling
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** (No original Eternity code here!)
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_3dmidtex.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "actor.h"
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//============================================================================
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//
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// P_Scroll3dMidtex
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//
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// Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector
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//
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//============================================================================
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bool P_Scroll3dMidtex(sector_t *sector, int crush, double move, bool ceiling, bool instant)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// First step: Change all lines' texture offsets
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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l->sidedef[0]->AddTextureYOffset(side_t::mid, move);
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l->sidedef[1]->AddTextureYOffset(side_t::mid, move);
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}
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// Second step: Check all sectors whether the move is ok.
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bool res = false;
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for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true, instant);
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}
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return !res;
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}
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//============================================================================
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//
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// P_Start3DMidtexInterpolations
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//
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// Starts interpolators for every sidedef that is being changed by moving
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// this sector
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//
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//============================================================================
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void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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list.Push(l->sidedef[0]->SetInterpolation(side_t::mid));
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list.Push(l->sidedef[1]->SetInterpolation(side_t::mid));
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}
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}
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//============================================================================
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//
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// P_Attach3dMidtexLinesToSector
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//
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// Attaches 3dMidtex lines to a sector.
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// If lineid is != 0, all lines with the matching line id will be added
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// If tag is != 0, all lines touching a sector with the matching tag will be added
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// If both are != 0, all lines with the matching line id that touch a sector with
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// the matching tag will be added.
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//
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//============================================================================
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void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling)
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{
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int v;
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if (lineid == 0 && tag == 0)
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{
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// invalid set of parameters
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return;
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}
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// Bit arrays that mark whether a line or sector is to be attached.
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uint8_t *found_lines = new uint8_t[(level.lines.Size()+7)/8];
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uint8_t *found_sectors = new uint8_t[(level.sectors.Size()+7)/8];
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memset(found_lines, 0, sizeof (uint8_t) * ((level.lines.Size()+7)/8));
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memset(found_sectors, 0, sizeof (uint8_t) * ((level.sectors.Size()+7)/8));
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// mark all lines and sectors that are already attached to this one
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// and clear the arrays. The old data will be re-added automatically
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// from the marker arrays.
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for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++)
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{
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int line = scrollplane.AttachedLines[i]->Index();
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found_lines[line>>3] |= 1 << (line&7);
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}
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for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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int sec = scrollplane.AttachedSectors[i]->Index();
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found_sectors[sec>>3] |= 1 << (sec&7);
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}
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scrollplane.AttachedLines.Clear();
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scrollplane.AttachedSectors.Clear();
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if (tag == 0)
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{
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FLineIdIterator itr(lineid);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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line_t *ln = &level.lines[line];
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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found_lines[line>>3] |= 1 << (line&7);
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}
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}
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else
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{
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FSectorTagIterator it(tag);
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int sec;
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while ((sec = it.Next()) >= 0)
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{
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for (auto ln : level.sectors[sec].Lines)
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{
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if (lineid != 0 && !tagManager.LineHasID(ln, lineid)) continue;
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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int lineno = ln->Index();
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found_lines[lineno >> 3] |= 1 << (lineno & 7);
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}
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}
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}
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for(unsigned i=0; i < level.lines.Size(); i++)
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{
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if (found_lines[i>>3] & (1 << (i&7)))
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{
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auto &line = level.lines[i];
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scrollplane.AttachedLines.Push(&line);
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v = line.frontsector->Index();
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assert(v < (int)level.sectors.Size());
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found_sectors[v>>3] |= 1 << (v&7);
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v = line.backsector->Index();
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assert(v < (int)level.sectors.Size());
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found_sectors[v>>3] |= 1 << (v&7);
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}
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}
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for (unsigned i=0; i < level.sectors.Size(); i++)
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{
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if (found_sectors[i>>3] & (1 << (i&7)))
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{
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scrollplane.AttachedSectors.Push(&level.sectors[i]);
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}
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}
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delete[] found_lines;
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delete[] found_sectors;
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}
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//============================================================================
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//
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// P_GetMidTexturePosition
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//
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// Retrieves top and bottom of the current line's mid texture.
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//
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//============================================================================
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bool P_GetMidTexturePosition(const line_t *line, int sideno, double *ptextop, double *ptexbot)
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{
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if (line->sidedef[0]==NULL || line->sidedef[1]==NULL) return false;
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side_t *side = line->sidedef[sideno];
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FTextureID texnum = side->GetTexture(side_t::mid);
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if (!texnum.isValid()) return false;
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FTexture * tex= TexMan(texnum);
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if (!tex) return false;
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FTexCoordInfo tci;
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// We only need the vertical positioning info here.
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tci.GetFromTexture(tex, 1., (float)side->GetTextureYScale(side_t::mid));
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double y_offset = tci.RowOffset((float)side->GetTextureYOffset(side_t::mid));
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double textureheight = tci.mRenderHeight;
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if(line->flags & ML_DONTPEGBOTTOM)
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{
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*ptexbot = y_offset +
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MAX(line->frontsector->GetPlaneTexZ(sector_t::floor), line->backsector->GetPlaneTexZ(sector_t::floor));
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*ptextop = *ptexbot + textureheight;
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}
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else
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{
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*ptextop = y_offset +
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MIN(line->frontsector->GetPlaneTexZ(sector_t::ceiling), line->backsector->GetPlaneTexZ(sector_t::ceiling));
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*ptexbot = *ptextop - textureheight;
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}
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return true;
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}
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//============================================================================
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//
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// P_LineOpening_3dMidtex
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//
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// 3dMidtex part of P_LineOpening
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//
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//============================================================================
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
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{
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// [TP] Impassible-like 3dmidtextures do not block missiles
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if ((linedef->flags & ML_3DMIDTEX_IMPASS)
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&& (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
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{
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return false;
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}
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double tt, tb;
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open.abovemidtex = false;
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if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
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{
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if (thing->Center() < (tt + tb)/2)
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{
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if (tb < open.top)
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{
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open.top = tb;
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open.ceilingpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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}
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}
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else
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{
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if (tt > open.bottom && (!restrict || thing->Z() >= tt))
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{
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open.bottom = tt;
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open.abovemidtex = true;
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open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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open.floorterrain = TerrainTypes[open.floorpic];
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open.frontfloorplane.SetAtHeight(tt, sector_t::floor);
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open.backfloorplane.SetAtHeight(tt, sector_t::floor);
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}
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// returns true if it touches the midtexture
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return (fabs(thing->Z() - tt) <= thing->MaxStepHeight);
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}
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}
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return false;
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/* still have to figure out what this code from Eternity means...
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if((linedef->flags & ML_BLOCKMONSTERS) &&
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!(mo->flags & (MF_FLOAT | MF_DROPOFF)) &&
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fabs(mo->Z() - tt) <= 24)
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{
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opentop = openbottom;
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openrange = 0;
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return;
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}
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*/
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}
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