gzdoom/src/r_bsp.cpp

1398 lines
38 KiB
C++

// 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 <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "r_local.h"
#include "r_main.h"
#include "r_plane.h"
#include "r_draw.h"
#include "r_things.h"
#include "r_3dfloors.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
// State.
#include "doomstat.h"
#include "r_state.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
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];
double rw_backcz1, rw_backcz2;
double rw_backfz1, rw_backfz2;
double rw_frontcz1, rw_frontcz2;
double rw_frontfz1, rw_frontfz2;
size_t MaxDrawSegs;
drawseg_t *drawsegs;
drawseg_t* firstdrawseg;
drawseg_t* ds_p;
size_t FirstInterestingDrawseg;
TArray<size_t> InterestingDrawsegs;
FWallCoords WallC;
FWallTmapVals WallT;
static BYTE FakeSide;
int WindowLeft, WindowRight;
WORD MirrorFlags;
TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as reallocation can cause crashes.
subsector_t *InSubsector;
CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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.
//
//==========================================================================
bool R_ClipWallSegment (int first, int last, bool solid)
{
cliprange_t *next, *start;
int i, j;
bool res = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = solidsegs;
while (start->last < first)
start++;
if (first < start->first)
{
res = true;
if (last <= start->first)
{
// Post is entirely visible (above start).
R_StoreWallRange (first, last);
if (fake3D & FAKE3D_FAKEMASK)
{
return true;
}
// 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 true;
}
// There is a fragment above *start.
R_StoreWallRange (first, start->first);
// Adjust the clip size for solid walls
if (solid && !(fake3D & FAKE3D_FAKEMASK))
{
start->first = first;
}
}
// Bottom contained in start?
if (last <= start->last)
return res;
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 (fake3D & FAKE3D_FAKEMASK)
{
return true;
}
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;
}
}
return true;
}
bool R_CheckClipWallSegment (int first, int last)
{
cliprange_t *start;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = solidsegs;
while (start->last < first)
start++;
if (first < start->first)
{
return true;
}
// Bottom contained in start?
if (last > start->last)
{
return true;
}
return false;
}
//
// 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;
}
//
// 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 = sec->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = sec->GetCeilingLight ();
}
FakeSide = FAKED_Center;
const sector_t *s = sec->GetHeightSec();
if (s != NULL)
{
sector_t *heightsec = viewsector->heightsec;
bool underwater = r_fakingunderwater ||
(heightsec && heightsec->floorplane.PointOnSide(ViewPos) <= 0);
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 (s->floorplane.CopyPlaneIfValid (&tempsec->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 = s->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = s->GetCeilingLight ();
}
}
FakeSide = FAKED_BelowFloor;
return tempsec;
}
return sec;
}
}
else
{
tempsec->floorplane = s->floorplane;
}
if (!(s->MoreFlags & SECF_FAKEFLOORONLY))
{
if (diffTex)
{
if (s->ceilingplane.CopyPlaneIfValid (&tempsec->ceilingplane, &sec->floorplane))
{
tempsec->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false);
}
}
else
{
tempsec->ceilingplane = s->ceilingplane;
}
}
double refceilz = s->ceilingplane.ZatPoint(ViewPos);
double orgceilz = sec->ceilingplane.ZatPoint(ViewPos);
#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) &&
rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2))
{
// Check that the window is actually visible
for (int z = WallC.sx1; z < WallC.sx2; ++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 / 65536.);
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 / 65536.);
if (s->GetTexture(sector_t::ceiling) == skyflatnum)
{
tempsec->floorplane = tempsec->ceilingplane;
tempsec->floorplane.FlipVert ();
tempsec->floorplane.ChangeHeight (+1 / 65536.);
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 = s->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = s->GetCeilingLight ();
}
}
FakeSide = FAKED_BelowFloor;
}
else if (heightsec && heightsec->ceilingplane.PointOnSide(ViewPos) <= 0 &&
orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
{ // Above-ceiling hack
tempsec->ceilingplane = s->ceilingplane;
tempsec->floorplane = s->ceilingplane;
tempsec->floorplane.FlipVert ();
tempsec->floorplane.ChangeHeight (+1 / 65536.);
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 = s->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = s->GetCeilingLight ();
}
}
FakeSide = FAKED_AboveCeiling;
}
sec = tempsec; // Use other sector
}
return sec;
}
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling);
FSectorPortal *backf = backsector->GetPortal(sector_t::floor);
// return true if any of the planes has a linedef-based portal (unless both sides have the same one.
// Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those.
// (Note: This may require a compatibility option if some maps ran into this for line based portals as well.)
if (!frontc->MergeAllowed()) return (frontc != backc);
if (!frontf->MergeAllowed()) return (frontf != backf);
if (!backc->MergeAllowed()) return true;
if (!backf->MergeAllowed()) return true;
return false;
}
//
// 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;
DVector2 pt1, pt2;
curline = line;
// [RH] Color if not texturing line
dc_color = (((int)(line - segs) * 8) + 4) & 255;
pt1 = line->v1->fPos() - ViewPos;
pt2 = line->v2->fPos() - ViewPos;
// Reject lines not facing viewer
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
if (WallC.Init(pt1, pt2, 32.0 / (1 << 12)))
return;
if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft)
return;
if (line->linedef == NULL)
{
if (R_CheckClipWallSegment (WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
return;
}
// reject lines that aren't seen from the portal (if any)
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, ViewPos))
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.
WallT.InitFromWallCoords(&WallC);
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidedef[0] != line->sidedef)
{
swapvalues (v1, v2);
}
WallT.InitFromLine(v1->fPos() - ViewPos, v2->fPos() - ViewPos);
}
if (!(fake3D & FAKE3D_FAKEBACK))
{
backsector = line->backsector;
}
rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
// Single sided line?
if (backsector == NULL)
{
solid = true;
}
else
{
// kg3D - its fake, no transfer_heights
if (!(fake3D & FAKE3D_FAKEBACK))
{ // 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);
rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
if (fake3D & FAKE3D_FAKEBACK)
{
if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
{
fake3D |= FAKE3D_CLIPBOTFRONT;
}
if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
{
fake3D |= FAKE3D_CLIPTOPFRONT;
}
}
// 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, &WallC);
}
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
{
rw_havelow = true;
WallMost (walllower, backsector->floorplane, &WallC);
}
// Portal
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0])
{
solid = true;
}
// Closed door.
else 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 (R_SkyboxCompare(frontsector, backsector))
{
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->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
|| backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling)
// [RH] Also consider colormaps
|| backsector->ColorMap != frontsector->ColorMap
// kg3D - and fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
)
{
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.
// When using GL nodes, do a clipping test for these lines so we can
// mark their subsectors as visible for automap texturing.
if (hasglnodes && !(InSubsector->flags & SSECF_DRAWN))
{
if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
}
return;
}
}
rw_prepped = false;
if (line->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
clearbufshort (walltop+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
clearbufshort (wallbottom+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
}
else
{
rw_ceilstat = WallMost (walltop, frontsector->ceilingplane, &WallC);
rw_floorstat = WallMost (wallbottom, frontsector->floorplane, &WallC);
// [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
}
if (R_ClipWallSegment (WallC.sx1, WallC.sx2, solid))
{
InSubsector->flags |= SSECF_DRAWN;
}
}
//
// FWallCoords :: Init
//
// Transform and clip coordinates. Returns true if it was clipped away
//
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
{
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
if (MirrorFlags & RF_XFLIP)
{
float t = -tleft.X;
tleft.X = -tright.X;
tright.X = t;
swapvalues(tleft.Y, tright.Y);
}
if (tleft.X >= -tleft.Y)
{
if (tleft.X > tleft.Y) return true; // left edge is off the right side
if (tleft.Y == 0) return true;
sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y);
sz1 = tleft.Y;
}
else
{
if (tright.X < -tright.Y) return true; // wall is off the left side
float den = tleft.X - tright.X - tright.Y + tleft.Y;
if (den == 0) return true;
sx1 = 0;
sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den;
}
if (sz1 < too_close)
return true;
if (tright.X <= tright.Y)
{
if (tright.X < -tright.Y) return true; // right edge is off the left side
if (tright.Y == 0) return true;
sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y);
sz2 = tright.Y;
}
else
{
if (tleft.X > tleft.Y) return true; // wall is off the right side
float den = tright.Y - tleft.Y - tright.X + tleft.X;
if (den == 0) return true;
sx2 = viewwidth;
sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den;
}
if (sz2 < too_close || sx2 <= sx1)
return true;
return false;
}
void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc)
{
const FVector2 *left = &wallc->tleft;
const FVector2 *right = &wallc->tright;
if (MirrorFlags & RF_XFLIP)
{
swapvalues(left, right);
}
UoverZorg = left->X * centerx;
UoverZstep = -left->Y;
InvZorg = (left->X - right->X) * centerx;
InvZstep = right->Y - left->Y;
}
void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right)
{ // Coordinates should have already had viewx,viewy subtracted
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZstep = float(fully2 - fully1);
}
//
// 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 (float *bspcoord) // killough 1/28/98: static
{
int boxx;
int boxy;
int boxpos;
double x1, y1, x2, y2;
double rx1, ry1, rx2, ry2;
int sx1, sx2;
cliprange_t* start;
// Find the corners of the box
// that define the edges from current viewpoint.
if (ViewPos.X <= bspcoord[BOXLEFT])
boxx = 0;
else if (ViewPos.X < bspcoord[BOXRIGHT])
boxx = 1;
else
boxx = 2;
if (ViewPos.Y >= bspcoord[BOXTOP])
boxy = 0;
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
boxy = 1;
else
boxy = 2;
boxpos = (boxy<<2)+boxx;
if (boxpos == 5)
return true;
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
// check clip list for an open space
// Sitting on a line?
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
return true;
rx1 = x1 * ViewSin - y1 * ViewCos;
rx2 = x2 * ViewSin - y2 * ViewCos;
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
if (MirrorFlags & RF_XFLIP)
{
double t = -rx1;
rx1 = -rx2;
rx2 = t;
swapvalues(ry1, ry2);
}
if (rx1 >= -ry1)
{
if (rx1 > ry1) return false; // left edge is off the right side
if (ry1 == 0) return false;
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
}
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 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
}
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_Subsector (subsector_t *sub);
static void R_AddPolyobjs(subsector_t *sub)
{
if (sub->BSP == NULL || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
if (sub->BSP->Nodes.Size() == 0)
{
R_Subsector(&sub->BSP->Subsectors[0]);
}
else
{
R_RenderBSPNode(&sub->BSP->Nodes.Last());
}
}
// kg3D - add fake segs, never rendered
void R_FakeDrawLoop(subsector_t *sub)
{
int count;
seg_t* line;
count = sub->numlines;
line = sub->firstline;
while (count--)
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
R_AddLine (line);
}
line++;
}
}
//
// 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
bool outersubsector;
int fll, cll, position;
FSectorPortal *portal;
// kg3D - fake floor stuff
visplane_t *backupfp;
visplane_t *backupcp;
//secplane_t templane;
lightlist_t *light;
if (InSubsector != NULL)
{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
outersubsector = false;
}
else
{
outersubsector = true;
InSubsector = sub;
}
#ifdef RANGECHECK
if (outersubsector && sub - subsectors >= (ptrdiff_t)numsubsectors)
I_Error ("R_Subsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
#endif
assert(sub->sector != NULL);
if (sub->polys)
{ // Render the polyobjs in the subsector first
R_AddPolyobjs(sub);
if (outersubsector)
{
InSubsector = NULL;
}
return;
}
frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
count = sub->numlines;
line = 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
fll = floorlightlevel;
cll = ceilinglightlevel;
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
r_actualextralight = foggy ? 0 : extralight << 4;
// kg3D - fake lights
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap;
// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
// accounted for.
if (light->p_lightlevel != &frontsector->lightlevel)
{
ceilinglightlevel = *light->p_lightlevel;
}
}
else
{
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
portal = frontsector->ValidatePortal(sector_t::ceiling);
ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
portal != NULL ||
(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->GetAlpha(sector_t::ceiling),
!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::ceiling].xform,
frontsector->sky,
portal
) : NULL;
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap;
// If this is the real floor, don't discard plane lighting R_FakeFlat()
// accounted for.
if (light->p_lightlevel != &frontsector->lightlevel)
{
floorlightlevel = *light->p_lightlevel;
}
}
else
{
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
// 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
portal = frontsector->ValidatePortal(sector_t::floor);
floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
portal != NULL ||
(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->GetAlpha(sector_t::floor),
!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::floor].xform,
frontsector->sky,
portal
) : NULL;
// kg3D - fake planes rendering
if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
// first check all floors
for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = frontsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->bottom.plane->isSlope()) continue;
if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
{
R_3D_AddHeight(fakeFloor->top.plane, frontsector);
}
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < ViewPos.Z &&
fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
{
fake3D = FAKE3D_FAKEFLOOR;
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
if (!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR))
{
tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
position = sector_t::ceiling;
} else position = sector_t::floor;
frontsector = &tempsec;
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
basecolormap = light->extra_colormap;
floorlightlevel = *light->p_lightlevel;
}
ceilingplane = NULL;
floorplane = R_FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + r_actualextralight, // killough 3/16/98
frontsector->GetAlpha(sector_t::floor),
!!(fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
R_FakeDrawLoop(sub);
fake3D = 0;
frontsector = sub->sector;
}
}
// and now ceilings
for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = frontsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->top.plane->isSlope()) continue;
if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
{
R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
}
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE|FF_INVERTSECTOR)) == (FF_SWIMMABLE|FF_INVERTSECTOR)) continue;
fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > ViewPos.Z &&
fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
fake3D = FAKE3D_FAKECEILING;
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
if ((!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR)) ||
(fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR))
{
tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
position = sector_t::floor;
} else position = sector_t::ceiling;
frontsector = &tempsec;
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
basecolormap = light->extra_colormap;
ceilinglightlevel = *light->p_lightlevel;
}
tempsec.ceilingplane.ChangeHeight(1 / 65536.);
floorplane = NULL;
ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + r_actualextralight, // killough 4/11/98
frontsector->GetAlpha(sector_t::ceiling),
!!(fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
R_FakeDrawLoop(sub);
fake3D = 0;
frontsector = sub->sector;
}
}
fakeFloor = NULL;
floorplane = backupfp;
ceilingplane = backupcp;
}
basecolormap = frontsector->ColorMap;
floorlightlevel = fll;
ceilinglightlevel = cll;
// 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
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
{ // Only do it for the main BSP.
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);
}
}
count = sub->numlines;
line = sub->firstline;
while (count--)
{
if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
// kg3D - fake planes bounding calculation
if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
floorplane = NULL;
ceilingplane = NULL;
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
fakeFloor = line->backsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!fakeFloor->model) continue;
fake3D = FAKE3D_FAKEBACK;
tempsec = *fakeFloor->model;
tempsec.floorplane = *fakeFloor->top.plane;
tempsec.ceilingplane = *fakeFloor->bottom.plane;
backsector = &tempsec;
if (fakeFloor->validcount != validcount)
{
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
R_AddLine(line); // fake
}
fakeFloor = NULL;
fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
R_AddLine (line); // now real
}
line++;
}
if (outersubsector)
{
InSubsector = NULL;
}
}
//
// 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 (ViewPos, 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));
}