qzdoom/src/r_poly_plane.cpp

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/*
** 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
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight)
{
sector_t *frontsector = sub->sector;
FTextureID picnum = frontsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
FTexture *tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
bool isSky = picnum == skyflatnum;
TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0)
uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
else if (fixedcolormap)
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];
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
}
}
PolyDrawArgs args;
args.uniforms = uniforms;
args.vinput = vertices;
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
if (!isSky)
{
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
}
else
{
args.stencilwritevalue = 255;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
for (uint32_t i = 0; i < sub->numlines; i++)
{
TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
if (!wallvert)
return;
seg_t *line = &sub->firstline[i];
bool closedSky = false;
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 bottomfloorz1 = frontfloorz1;
double bottomfloorz2 = frontfloorz2;
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 bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
closedSky = (ceiling && bothSkyCeiling && closedSector) || (!ceiling && bothSkyFloor && closedSector);
if (!closedSky)
{
bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling;
bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor;
if ((ceiling && !topwall) || (!ceiling && !bottomwall))
continue;
}
}
if (ceiling)
{
wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight);
wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight);
if (!closedSky)
{
wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
}
else
{
wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
}
}
else
{
if (!closedSky)
{
wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
}
else
{
wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
}
wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight);
wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
}
args.vinput = wallvert;
args.vcount = 4;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
}
}
}
TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, sector_t *sector, double height)
{
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;
}