2016-11-14 13:19:48 +00:00
|
|
|
/*
|
|
|
|
** Handling drawing a plane (ceiling, floor)
|
|
|
|
** Copyright (c) 2016 Magnus Norddahl
|
|
|
|
**
|
|
|
|
** This software is provided 'as-is', without any express or implied
|
|
|
|
** warranty. In no event will the authors be held liable for any damages
|
|
|
|
** arising from the use of this software.
|
|
|
|
**
|
|
|
|
** Permission is granted to anyone to use this software for any purpose,
|
|
|
|
** including commercial applications, and to alter it and redistribute it
|
|
|
|
** freely, subject to the following restrictions:
|
|
|
|
**
|
|
|
|
** 1. The origin of this software must not be misrepresented; you must not
|
|
|
|
** claim that you wrote the original software. If you use this software
|
|
|
|
** in a product, an acknowledgment in the product documentation would be
|
|
|
|
** appreciated but is not required.
|
|
|
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
|
|
|
** misrepresented as being the original software.
|
|
|
|
** 3. This notice may not be removed or altered from any source distribution.
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include "templates.h"
|
|
|
|
#include "doomdef.h"
|
|
|
|
#include "sbar.h"
|
|
|
|
#include "r_data/r_translate.h"
|
|
|
|
#include "r_poly_plane.h"
|
|
|
|
#include "r_poly.h"
|
|
|
|
#include "r_sky.h" // for skyflatnum
|
|
|
|
|
2016-11-16 10:18:40 +00:00
|
|
|
EXTERN_CVAR(Int, r_3dfloors)
|
|
|
|
|
|
|
|
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, double skyCeilingHeight, double skyFloorHeight)
|
|
|
|
{
|
|
|
|
RenderPolyPlane plane;
|
|
|
|
|
|
|
|
if (r_3dfloors)
|
|
|
|
{
|
|
|
|
auto frontsector = sub->sector;
|
|
|
|
auto &ffloors = frontsector->e->XFloor.ffloors;
|
|
|
|
|
|
|
|
// 3D floor floors
|
|
|
|
for (int i = 0; i < (int)ffloors.Size(); i++)
|
|
|
|
{
|
|
|
|
F3DFloor *fakeFloor = 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;
|
|
|
|
//fakeFloor->alpha
|
|
|
|
|
|
|
|
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
|
|
|
|
if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
|
|
|
|
{
|
|
|
|
plane.Render3DFloor(worldToClip, sub, subsectorDepth, false, fakeFloor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 3D floor ceilings
|
|
|
|
for (int i = 0; i < (int)ffloors.Size(); i++)
|
|
|
|
{
|
|
|
|
F3DFloor *fakeFloor = 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;
|
|
|
|
//fakeFloor->alpha
|
|
|
|
|
|
|
|
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
|
|
|
|
if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
|
|
|
|
{
|
|
|
|
plane.Render3DFloor(worldToClip, sub, subsectorDepth, true, fakeFloor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
plane.Render(worldToClip, sub, subsectorDepth, true, skyCeilingHeight);
|
|
|
|
plane.Render(worldToClip, sub, subsectorDepth, false, skyFloorHeight);
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, F3DFloor *fakeFloor)
|
|
|
|
{
|
|
|
|
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
|
|
|
|
FTexture *tex = TexMan(picnum);
|
|
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int lightlevel = 255;
|
|
|
|
if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
|
|
|
|
{
|
|
|
|
lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
|
|
|
|
basecolormap = light->extra_colormap;
|
|
|
|
lightlevel = *light->p_lightlevel;
|
|
|
|
}
|
|
|
|
|
|
|
|
TriUniforms uniforms;
|
|
|
|
uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
|
|
|
|
if (fixedlightlev >= 0 || fixedcolormap)
|
|
|
|
uniforms.light = 256;
|
|
|
|
uniforms.flags = 0;
|
|
|
|
uniforms.subsectorDepth = subsectorDepth;
|
|
|
|
|
|
|
|
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
|
|
|
if (!vertices)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (ceiling)
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
|
|
|
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
|
|
|
vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PolyDrawArgs args;
|
|
|
|
args.uniforms = uniforms;
|
2016-11-20 01:07:55 +00:00
|
|
|
args.objectToClip = &worldToClip;
|
2016-11-16 10:18:40 +00:00
|
|
|
args.vinput = vertices;
|
|
|
|
args.vcount = sub->numlines;
|
|
|
|
args.mode = TriangleDrawMode::Fan;
|
|
|
|
args.ccw = true;
|
|
|
|
args.stenciltestvalue = 0;
|
|
|
|
args.stencilwritevalue = 1;
|
|
|
|
args.SetTexture(tex);
|
2016-11-20 03:06:21 +00:00
|
|
|
args.SetColormap(sub->sector->ColorMap);
|
2016-11-19 01:53:32 +00:00
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
|
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
|
2016-11-16 10:18:40 +00:00
|
|
|
}
|
|
|
|
|
2016-11-14 13:19:48 +00:00
|
|
|
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight)
|
|
|
|
{
|
2016-11-15 14:15:26 +00:00
|
|
|
sector_t *fakesector = sub->sector->heightsec;
|
|
|
|
if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC))
|
|
|
|
fakesector = nullptr;
|
|
|
|
|
|
|
|
bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) != SECF_FAKEFLOORONLY;
|
|
|
|
|
|
|
|
FTextureID picnum;
|
|
|
|
bool ccw;
|
|
|
|
sector_t *frontsector;
|
|
|
|
if (ceiling && fakesector && ViewPos.Z < fakesector->floorplane.Zat0())
|
|
|
|
{
|
|
|
|
picnum = fakesector->GetTexture(sector_t::ceiling);
|
|
|
|
ccw = false;
|
|
|
|
ceiling = false;
|
|
|
|
frontsector = fakesector;
|
|
|
|
}
|
|
|
|
else if (!ceiling && fakesector && ViewPos.Z >= fakesector->floorplane.Zat0())
|
|
|
|
{
|
|
|
|
picnum = fakesector->GetTexture(sector_t::ceiling);
|
|
|
|
ccw = true;
|
|
|
|
frontsector = fakesector;
|
|
|
|
}
|
|
|
|
else if (ceiling && fakesector && ViewPos.Z > fakesector->ceilingplane.Zat0() && !fakeflooronly)
|
|
|
|
{
|
|
|
|
picnum = fakesector->GetTexture(sector_t::floor);
|
|
|
|
ccw = true;
|
|
|
|
frontsector = fakesector;
|
|
|
|
}
|
|
|
|
else if (!ceiling && fakesector && ViewPos.Z <= fakesector->ceilingplane.Zat0() && !fakeflooronly)
|
|
|
|
{
|
|
|
|
picnum = fakesector->GetTexture(sector_t::floor);
|
|
|
|
ccw = false;
|
|
|
|
ceiling = true;
|
|
|
|
frontsector = fakesector;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
|
|
|
|
ccw = true;
|
|
|
|
frontsector = sub->sector;
|
|
|
|
}
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
FTexture *tex = TexMan(picnum);
|
|
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
bool isSky = picnum == skyflatnum;
|
|
|
|
|
|
|
|
TriUniforms uniforms;
|
|
|
|
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
|
2016-11-15 22:30:42 +00:00
|
|
|
if (fixedlightlev >= 0 || fixedcolormap)
|
2016-11-14 13:19:48 +00:00
|
|
|
uniforms.light = 256;
|
|
|
|
uniforms.flags = 0;
|
|
|
|
uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
|
|
|
|
|
|
|
|
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
|
|
|
if (!vertices)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (ceiling)
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
2016-11-16 10:18:40 +00:00
|
|
|
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
2016-11-16 10:18:40 +00:00
|
|
|
vertices[i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PolyDrawArgs args;
|
|
|
|
args.uniforms = uniforms;
|
2016-11-20 01:07:55 +00:00
|
|
|
args.objectToClip = &worldToClip;
|
2016-11-14 13:19:48 +00:00
|
|
|
args.vinput = vertices;
|
|
|
|
args.vcount = sub->numlines;
|
|
|
|
args.mode = TriangleDrawMode::Fan;
|
2016-11-15 14:15:26 +00:00
|
|
|
args.ccw = ccw;
|
2016-11-14 13:19:48 +00:00
|
|
|
args.stenciltestvalue = 0;
|
|
|
|
args.stencilwritevalue = 1;
|
2016-11-20 03:06:21 +00:00
|
|
|
args.SetColormap(frontsector->ColorMap);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
if (!isSky)
|
|
|
|
{
|
|
|
|
args.SetTexture(tex);
|
2016-11-19 01:53:32 +00:00
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
|
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
args.stencilwritevalue = 255;
|
2016-11-19 01:53:32 +00:00
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
|
|
|
|
if (!wallvert)
|
|
|
|
return;
|
|
|
|
|
|
|
|
seg_t *line = &sub->firstline[i];
|
|
|
|
|
2016-11-14 22:22:38 +00:00
|
|
|
double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
|
|
|
double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
2016-11-14 13:19:48 +00:00
|
|
|
if (line->backsector)
|
|
|
|
{
|
|
|
|
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
|
|
|
|
|
|
|
|
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
|
|
|
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
|
|
|
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
|
|
|
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
|
|
|
|
|
|
|
|
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
|
|
|
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
|
|
|
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
|
|
|
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
|
|
|
|
|
|
|
|
double topceilz1 = frontceilz1;
|
|
|
|
double topceilz2 = frontceilz2;
|
|
|
|
double topfloorz1 = MIN(backceilz1, frontceilz1);
|
|
|
|
double topfloorz2 = MIN(backceilz2, frontceilz2);
|
|
|
|
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
|
|
|
|
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
|
|
|
|
double middleceilz1 = topfloorz1;
|
|
|
|
double middleceilz2 = topfloorz2;
|
|
|
|
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
|
|
|
|
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
|
|
|
|
|
|
|
|
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
|
|
|
|
|
|
|
|
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
|
2016-11-14 22:22:38 +00:00
|
|
|
if (ceiling && bothSkyCeiling && closedSector)
|
|
|
|
{
|
|
|
|
skyBottomz1 = middlefloorz1;
|
|
|
|
skyBottomz2 = middlefloorz2;
|
|
|
|
}
|
2016-11-15 21:48:44 +00:00
|
|
|
else if (bothSkyCeiling)
|
2016-11-14 13:19:48 +00:00
|
|
|
{
|
2016-11-15 21:48:44 +00:00
|
|
|
continue;
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ceiling)
|
|
|
|
{
|
2016-11-16 10:18:40 +00:00
|
|
|
wallvert[0] = PlaneVertex(line->v1, skyHeight);
|
|
|
|
wallvert[1] = PlaneVertex(line->v2, skyHeight);
|
|
|
|
wallvert[2] = PlaneVertex(line->v2, skyBottomz2);
|
|
|
|
wallvert[3] = PlaneVertex(line->v1, skyBottomz1);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-11-16 10:18:40 +00:00
|
|
|
wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
|
|
|
|
wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
|
|
|
|
wallvert[2] = PlaneVertex(line->v2, skyHeight);
|
|
|
|
wallvert[3] = PlaneVertex(line->v1, skyHeight);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
args.vinput = wallvert;
|
|
|
|
args.vcount = 4;
|
2016-11-19 01:53:32 +00:00
|
|
|
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-11-16 10:18:40 +00:00
|
|
|
TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, double height)
|
2016-11-14 13:19:48 +00:00
|
|
|
{
|
|
|
|
TriVertex v;
|
|
|
|
v.x = (float)v1->fPos().X;
|
|
|
|
v.y = (float)v1->fPos().Y;
|
|
|
|
v.z = (float)height;
|
|
|
|
v.w = 1.0f;
|
|
|
|
v.varying[0] = v.x / 64.0f;
|
|
|
|
v.varying[1] = 1.0f - v.y / 64.0f;
|
|
|
|
return v;
|
|
|
|
}
|