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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2016-12-27 05:31:55 +00:00
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#include "poly_plane.h"
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#include "poly_portal.h"
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#include "polyrenderer/poly_renderer.h"
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2016-12-01 01:38:32 +00:00
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#include "r_sky.h"
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2017-03-20 07:28:16 +00:00
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#include "polyrenderer/scene/poly_light.h"
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2016-11-14 13:19:48 +00:00
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2016-11-16 10:18:40 +00:00
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EXTERN_CVAR(Int, r_3dfloors)
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2017-03-26 15:12:20 +00:00
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void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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2016-11-16 10:18:40 +00:00
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{
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RenderPolyPlane plane;
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if (r_3dfloors)
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{
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2017-03-20 07:28:16 +00:00
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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2017-03-12 17:54:39 +00:00
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2016-11-16 10:18:40 +00:00
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auto frontsector = sub->sector;
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auto &ffloors = frontsector->e->XFloor.ffloors;
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// 3D floor floors
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for (int i = 0; i < (int)ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->bottom.plane->isSlope()) continue;
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//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (fakeFloor->alpha == 0) continue;
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if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
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//fakeFloor->alpha
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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2017-03-12 17:54:39 +00:00
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if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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2016-11-16 10:18:40 +00:00
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{
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2016-11-26 09:49:29 +00:00
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plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, false, fakeFloor);
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2016-11-16 10:18:40 +00:00
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}
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}
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// 3D floor ceilings
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for (int i = 0; i < (int)ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->top.plane->isSlope()) continue;
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//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (fakeFloor->alpha == 0) continue;
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if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
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//fakeFloor->alpha
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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2017-03-12 17:54:39 +00:00
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if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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2016-11-16 10:18:40 +00:00
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{
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2016-11-26 09:49:29 +00:00
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plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, true, fakeFloor);
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2016-11-16 10:18:40 +00:00
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}
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}
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}
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2016-12-09 02:17:35 +00:00
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plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
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2016-11-16 10:18:40 +00:00
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}
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2017-03-26 15:12:20 +00:00
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void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
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2016-11-16 10:18:40 +00:00
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{
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FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
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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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2017-03-20 07:28:16 +00:00
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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2017-01-26 09:22:54 +00:00
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2016-11-16 10:18:40 +00:00
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int lightlevel = 255;
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2017-03-06 21:14:54 +00:00
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bool foggy = false;
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2017-02-03 08:00:46 +00:00
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if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
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2016-11-16 10:18:40 +00:00
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{
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lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
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2017-01-12 20:29:19 +00:00
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//basecolormap = light->extra_colormap;
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2016-11-16 10:18:40 +00:00
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lightlevel = *light->p_lightlevel;
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}
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2016-11-27 03:39:33 +00:00
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UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
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2017-03-24 06:28:28 +00:00
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
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2016-11-16 10:18:40 +00:00
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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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2016-11-27 03:39:33 +00:00
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1), xform);
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2016-11-16 10:18:40 +00:00
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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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2016-11-27 03:39:33 +00:00
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vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1), xform);
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2016-11-16 10:18:40 +00:00
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}
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}
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2017-03-26 08:10:55 +00:00
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
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args.SetSubsectorDepth(subsectorDepth);
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args.SetTransform(&worldToClip);
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2017-03-27 19:03:51 +00:00
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args.SetStyle(TriBlendMode::TextureOpaque);
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2017-03-26 08:10:55 +00:00
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue + 1);
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2016-11-16 10:18:40 +00:00
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args.SetTexture(tex);
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2017-03-26 15:12:20 +00:00
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args.SetClipPlane(clipPlane);
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2017-03-26 08:10:55 +00:00
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args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
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2016-11-16 10:18:40 +00:00
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}
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2017-03-26 15:12:20 +00:00
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void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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2016-11-14 13:19:48 +00:00
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{
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2017-03-20 07:28:16 +00:00
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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2017-03-06 21:14:54 +00:00
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bool foggy = false;
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2016-11-25 00:08:25 +00:00
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2016-11-15 14:15:26 +00:00
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sector_t *fakesector = sub->sector->heightsec;
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if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC))
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fakesector = nullptr;
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2016-11-27 03:39:33 +00:00
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bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) == SECF_FAKEFLOORONLY;
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2016-11-15 14:15:26 +00:00
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FTextureID picnum;
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bool ccw;
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sector_t *frontsector;
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2016-11-27 03:39:33 +00:00
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if (fakesector)
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2016-11-15 14:15:26 +00:00
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{
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2016-11-27 03:39:33 +00:00
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// Floor and ceiling texture needs to be swapped sometimes? Why?? :(
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2017-03-12 17:54:39 +00:00
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if (viewpoint.Pos.Z < fakesector->floorplane.Zat0()) // In water
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2016-11-27 03:39:33 +00:00
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{
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if (ceiling)
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{
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picnum = fakesector->GetTexture(sector_t::ceiling);
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ceiling = false;
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frontsector = fakesector;
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ccw = false;
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}
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else
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{
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picnum = fakesector->GetTexture(sector_t::floor);
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frontsector = sub->sector;
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ccw = true;
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}
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}
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2017-03-12 17:54:39 +00:00
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else if (viewpoint.Pos.Z >= fakesector->ceilingplane.Zat0() && !fakeflooronly) // In ceiling water
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2016-11-27 03:39:33 +00:00
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{
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if (ceiling)
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{
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picnum = fakesector->GetTexture(sector_t::ceiling);
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frontsector = sub->sector;
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ccw = true;
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}
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else
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{
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picnum = fakesector->GetTexture(sector_t::floor);
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frontsector = fakesector;
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ccw = false;
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ceiling = true;
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}
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}
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else if (!ceiling) // Water surface
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{
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picnum = fakesector->GetTexture(sector_t::ceiling);
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frontsector = fakesector;
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ccw = true;
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}
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else if (!fakeflooronly) // Ceiling water surface
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{
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picnum = fakesector->GetTexture(sector_t::floor);
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frontsector = fakesector;
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ccw = true;
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}
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else // Upper ceiling
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{
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picnum = sub->sector->GetTexture(sector_t::ceiling);
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ccw = true;
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frontsector = sub->sector;
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}
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2016-11-15 14:15:26 +00:00
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}
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else
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{
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picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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ccw = true;
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frontsector = sub->sector;
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}
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2016-11-14 13:19:48 +00:00
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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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2017-03-24 01:11:24 +00:00
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std::vector<PolyPortalSegment> portalSegments;
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FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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PolyDrawSectorPortal *polyportal = nullptr;
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if (portal && (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
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portal = nullptr;
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2017-03-24 06:28:28 +00:00
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bool isSky = portal || picnum == skyflatnum;
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2017-03-24 01:11:24 +00:00
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if (portal)
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{
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2017-03-24 06:28:28 +00:00
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// Skip portals not facing the camera
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if ((ceiling && frontsector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
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(!ceiling && frontsector->floorplane.PointOnSide(viewpoint.Pos) < 0))
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{
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return;
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}
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2017-03-24 01:11:24 +00:00
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for (auto &p : sectorPortals)
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{
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if (p->Portal == portal) // To do: what other criteria do we need to check for?
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{
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polyportal = p.get();
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break;
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}
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}
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if (!polyportal)
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{
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sectorPortals.push_back(std::make_unique<PolyDrawSectorPortal>(portal, ceiling));
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polyportal = sectorPortals.back().get();
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}
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2017-03-24 06:28:28 +00:00
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#if 0
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2017-03-24 01:11:24 +00:00
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// Calculate portal clipping
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2017-03-24 06:28:28 +00:00
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portalSegments.reserve(sub->numlines);
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for (uint32_t i = 0; i < sub->numlines; i++)
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2017-03-24 01:11:24 +00:00
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{
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2017-03-24 06:28:28 +00:00
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seg_t *line = &sub->firstline[i];
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2017-03-24 01:11:24 +00:00
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2017-03-24 06:28:28 +00:00
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DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
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DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
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bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0;
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if (!backside)
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2017-03-24 01:11:24 +00:00
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{
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2017-03-24 06:28:28 +00:00
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angle_t angle1, angle2;
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if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
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portalSegments.push_back({ angle1, angle2 });
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2017-03-24 01:11:24 +00:00
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}
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2017-03-24 06:28:28 +00:00
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else
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2017-03-24 01:11:24 +00:00
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{
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2017-03-24 06:28:28 +00:00
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angle_t angle1, angle2;
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if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2))
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portalSegments.push_back({ angle1, angle2 });
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2017-03-24 01:11:24 +00:00
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}
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}
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2017-03-24 06:28:28 +00:00
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#endif
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2017-03-24 01:11:24 +00:00
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}
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|
2016-11-27 03:39:33 +00:00
|
|
|
UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
|
|
|
|
|
2017-03-24 06:28:28 +00:00
|
|
|
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
if (ceiling)
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
2016-11-27 03:39:33 +00:00
|
|
|
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1), transform);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
|
|
|
seg_t *line = &sub->firstline[i];
|
2016-11-27 03:39:33 +00:00
|
|
|
vertices[i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1), transform);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-03-26 08:10:55 +00:00
|
|
|
PolyDrawArgs args;
|
|
|
|
args.SetLight(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]), frontsector->lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
|
|
|
args.SetSubsectorDepth(isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth);
|
|
|
|
args.SetTransform(&worldToClip);
|
|
|
|
args.SetFaceCullCCW(ccw);
|
|
|
|
args.SetStencilTestValue(stencilValue);
|
|
|
|
args.SetWriteStencil(true, stencilValue + 1);
|
2017-03-26 15:12:20 +00:00
|
|
|
args.SetClipPlane(clipPlane);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
if (!isSky)
|
|
|
|
{
|
2017-03-24 06:28:28 +00:00
|
|
|
args.SetTexture(tex);
|
2017-03-27 19:03:51 +00:00
|
|
|
args.SetStyle(TriBlendMode::TextureOpaque);
|
2017-03-26 08:10:55 +00:00
|
|
|
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-11-24 22:08:36 +00:00
|
|
|
if (portal)
|
|
|
|
{
|
2017-03-26 08:10:55 +00:00
|
|
|
args.SetWriteStencil(true, polyportal->StencilValue);
|
|
|
|
polyportal->Shape.push_back({ vertices, (int)sub->numlines, ccw, subsectorDepth });
|
2016-11-24 22:08:36 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2017-03-26 08:10:55 +00:00
|
|
|
args.SetWriteStencil(true, 255);
|
2016-11-24 22:08:36 +00:00
|
|
|
}
|
|
|
|
|
2017-03-26 08:10:55 +00:00
|
|
|
args.SetWriteColor(false);
|
|
|
|
args.SetWriteSubsectorDepth(false);
|
|
|
|
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
|
|
|
{
|
2017-03-24 06:28:28 +00:00
|
|
|
TriVertex *wallvert = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
|
2016-11-14 13:19:48 +00:00
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2016-11-27 03:39:33 +00:00
|
|
|
wallvert[0] = PlaneVertex(line->v1, skyHeight, transform);
|
|
|
|
wallvert[1] = PlaneVertex(line->v2, skyHeight, transform);
|
|
|
|
wallvert[2] = PlaneVertex(line->v2, skyBottomz2, transform);
|
|
|
|
wallvert[3] = PlaneVertex(line->v1, skyBottomz1, transform);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-11-27 03:39:33 +00:00
|
|
|
wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1), transform);
|
|
|
|
wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2), transform);
|
|
|
|
wallvert[2] = PlaneVertex(line->v2, skyHeight, transform);
|
|
|
|
wallvert[3] = PlaneVertex(line->v1, skyHeight, transform);
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
|
2017-03-26 08:10:55 +00:00
|
|
|
args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
|
2016-11-25 00:08:25 +00:00
|
|
|
|
|
|
|
if (portal)
|
2016-12-09 02:17:35 +00:00
|
|
|
{
|
2017-03-26 08:10:55 +00:00
|
|
|
polyportal->Shape.push_back({ wallvert, 4, ccw, subsectorDepth });
|
2016-12-09 02:17:35 +00:00
|
|
|
}
|
2016-11-14 13:19:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-11-27 03:39:33 +00:00
|
|
|
TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, double height, const UVTransform &transform)
|
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;
|
2017-03-28 08:52:19 +00:00
|
|
|
v.u = transform.GetU(v.x, v.y);
|
|
|
|
v.v = transform.GetV(v.x, v.y);
|
2016-11-14 13:19:48 +00:00
|
|
|
return v;
|
|
|
|
}
|
2016-11-27 03:39:33 +00:00
|
|
|
|
|
|
|
RenderPolyPlane::UVTransform::UVTransform(const FTransform &transform, FTexture *tex)
|
|
|
|
{
|
|
|
|
if (tex)
|
|
|
|
{
|
|
|
|
xscale = (float)(transform.xScale * tex->Scale.X / tex->GetWidth());
|
|
|
|
yscale = (float)(transform.yScale * tex->Scale.Y / tex->GetHeight());
|
|
|
|
|
|
|
|
double planeang = (transform.Angle + transform.baseAngle).Radians();
|
|
|
|
cosine = (float)cos(planeang);
|
|
|
|
sine = (float)sin(planeang);
|
|
|
|
|
|
|
|
xOffs = (float)transform.xOffs;
|
|
|
|
yOffs = (float)transform.yOffs;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
xscale = 1.0f / 64.0f;
|
|
|
|
yscale = 1.0f / 64.0f;
|
|
|
|
cosine = 1.0f;
|
|
|
|
sine = 0.0f;
|
|
|
|
xOffs = 0.0f;
|
|
|
|
yOffs = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float RenderPolyPlane::UVTransform::GetU(float x, float y) const
|
|
|
|
{
|
|
|
|
return (xOffs + x * cosine - y * sine) * xscale;
|
|
|
|
}
|
|
|
|
|
|
|
|
float RenderPolyPlane::UVTransform::GetV(float x, float y) const
|
|
|
|
{
|
|
|
|
return (yOffs - x * sine - y * cosine) * yscale;
|
|
|
|
}
|