2016-11-14 13:19:48 +00:00
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/*
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** Handling drawing a plane (ceiling, floor)
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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 "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_plane.h"
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#include "r_poly.h"
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#include "r_sky.h" // for skyflatnum
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void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight)
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{
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sector_t *frontsector = sub->sector;
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FTextureID picnum = frontsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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bool isSky = picnum == skyflatnum;
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TriUniforms uniforms;
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0)
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uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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if (ceiling)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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if (!isSky)
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{
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
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}
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else
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{
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args.stencilwritevalue = 255;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
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if (!wallvert)
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return;
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seg_t *line = &sub->firstline[i];
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2016-11-14 22:22:38 +00:00
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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2016-11-14 13:19:48 +00:00
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if (line->backsector)
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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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 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 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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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 closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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2016-11-14 22:22:38 +00:00
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if (ceiling && bothSkyCeiling && closedSector)
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{
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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else
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2016-11-14 13:19:48 +00:00
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{
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bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling;
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2016-11-14 22:22:38 +00:00
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bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef;
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2016-11-14 13:19:48 +00:00
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if ((ceiling && !topwall) || (!ceiling && !bottomwall))
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continue;
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}
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}
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if (ceiling)
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight);
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wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight);
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2016-11-14 22:22:38 +00:00
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wallvert[2] = PlaneVertex(line->v2, frontsector, skyBottomz2);
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyBottomz1);
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2016-11-14 13:19:48 +00:00
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}
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else
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{
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2016-11-14 22:22:38 +00:00
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wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
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wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
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2016-11-14 13:19:48 +00:00
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wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight);
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
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}
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args.vinput = wallvert;
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args.vcount = 4;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
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}
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}
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}
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TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, sector_t *sector, double height)
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)height;
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v.w = 1.0f;
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v.varying[0] = v.x / 64.0f;
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v.varying[1] = 1.0f - v.y / 64.0f;
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return v;
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}
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