qzdoom/src/gl/scene/gl_walls.cpp

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/*
** gl_wall.cpp
** Wall rendering preparation
**
**---------------------------------------------------------------------------
** Copyright 2000-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "templates.h"
#include "vectors.h"
#include "r_defs.h"
#include "r_sky.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_geometric.h"
#include "gl/utility/gl_templates.h"
#include "gl/shaders/gl_shader.h"
//==========================================================================
//
// Checks whether a wall should glow
//
//==========================================================================
void GLWall::CheckGlowing()
{
bottomglowcolor[3] = topglowcolor[3] = 0;
if (!gl_isFullbright(Colormap.LightColor, lightlevel) && gl.hasGLSL())
{
FTexture *tex = TexMan[topflat];
if (tex != NULL && tex->isGlowing())
{
flags |= GLWall::GLWF_GLOW;
tex->GetGlowColor(topglowcolor);
topglowcolor[3] = tex->gl_info.GlowHeight;
}
tex = TexMan[bottomflat];
if (tex != NULL && tex->isGlowing())
{
flags |= GLWall::GLWF_GLOW;
tex->GetGlowColor(bottomglowcolor);
bottomglowcolor[3] = tex->gl_info.GlowHeight;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::PutWall(bool translucent)
{
GLPortal * portal;
int list;
static char passflag[]={
0, //RENDERWALL_NONE,
1, //RENDERWALL_TOP, // unmasked
1, //RENDERWALL_M1S, // unmasked
2, //RENDERWALL_M2S, // depends on render and texture settings
1, //RENDERWALL_BOTTOM, // unmasked
4, //RENDERWALL_SKYDOME, // special
3, //RENDERWALL_FOGBOUNDARY, // translucent
4, //RENDERWALL_HORIZON, // special
4, //RENDERWALL_SKYBOX, // special
4, //RENDERWALL_SECTORSTACK, // special
4, //RENDERWALL_PLANEMIRROR, // special
4, //RENDERWALL_MIRROR, // special
1, //RENDERWALL_MIRRORSURFACE, // needs special handling
2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog
2, //RENDERWALL_M2SFOG, // depends on render and texture settings, no fog
3, //RENDERWALL_COLOR, // translucent
2, //RENDERWALL_FFBLOCK // depends on render and texture settings
4, //RENDERWALL_COLORLAYER // color layer needs special handling
};
if (gltexture && gltexture->GetTransparent() && passflag[type] == 2)
{
translucent = true;
}
if (gl_fixedcolormap)
{
// light planes don't get drawn with fullbright rendering
if (!gltexture && passflag[type]!=4) return;
Colormap.Clear();
}
CheckGlowing();
if (translucent) // translucent walls
{
viewdistance = P_AproxDistance( ((seg->linedef->v1->x+seg->linedef->v2->x)>>1) - viewx,
((seg->linedef->v1->y+seg->linedef->v2->y)>>1) - viewy);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
}
else if (passflag[type]!=4) // non-translucent walls
{
static DrawListType list_indices[2][2][2]={
{ { GLDL_PLAIN, GLDL_FOG }, { GLDL_MASKED, GLDL_FOGMASKED } },
{ { GLDL_LIGHT, GLDL_LIGHTFOG }, { GLDL_LIGHTMASKED, GLDL_LIGHTFOGMASKED } }
};
bool masked;
bool light = false;
if (!gl_fixedcolormap)
{
if (gl_lights && !gl_dynlight_shader)
{
if (seg->sidedef == NULL)
{
light = false;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
light = seg->sidedef->lighthead[0] != NULL;
}
else if (sub)
{
// for polyobjects we cannot use the side's light list.
// We must use the subsector's.
light = sub->lighthead[0] != NULL;
}
}
}
else
{
flags&=~GLWF_FOGGY;
}
masked = passflag[type]==1? false : (light && type!=RENDERWALL_FFBLOCK) || (gltexture && gltexture->isMasked());
list = list_indices[light][masked][!!(flags&GLWF_FOGGY)];
if (list == GLDL_LIGHT)
{
if (gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
if (flags & GLWF_GLOW) list = GLDL_LIGHTBRIGHT;
}
gl_drawinfo->drawlists[list].AddWall(this);
}
else switch (type)
{
case RENDERWALL_COLORLAYER:
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
break;
// portals don't go into the draw list.
// Instead they are added to the portal manager
case RENDERWALL_HORIZON:
//@sync-portal
horizon=UniqueHorizons.Get(horizon);
portal=GLPortal::FindPortal(horizon);
if (!portal) portal=new GLHorizonPortal(horizon);
portal->AddLine(this);
break;
case RENDERWALL_SKYBOX:
//@sync-portal
portal=GLPortal::FindPortal(skybox);
if (!portal) portal=new GLSkyboxPortal(skybox);
portal->AddLine(this);
break;
case RENDERWALL_SECTORSTACK:
//@sync-portal
portal = this->portal->GetGLPortal();
portal->AddLine(this);
break;
case RENDERWALL_PLANEMIRROR:
if (GLPortal::PlaneMirrorMode * planemirror->c <=0)
{
//@sync-portal
planemirror=UniquePlaneMirrors.Get(planemirror);
portal=GLPortal::FindPortal(planemirror);
if (!portal) portal=new GLPlaneMirrorPortal(planemirror);
portal->AddLine(this);
}
break;
case RENDERWALL_MIRROR:
//@sync-portal
portal=GLPortal::FindPortal(seg->linedef);
if (!portal) portal=new GLMirrorPortal(seg->linedef);
portal->AddLine(this);
if (gl_mirror_envmap)
{
// draw a reflective layer over the mirror
type=RENDERWALL_MIRRORSURFACE;
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].AddWall(this);
}
break;
case RENDERWALL_SKY:
//@sync-portal
portal=GLPortal::FindPortal(sky);
if (!portal) portal=new GLSkyPortal(sky);
portal->AddLine(this);
break;
}
}
//==========================================================================
//
// Sets 3D-floor lighting info
//
//==========================================================================
void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
{
bool fadewall = (!translucent && lightlist->caster && (lightlist->caster->flags&FF_FADEWALLS) &&
!gl_isBlack((lightlist->extra_colormap)->Fade)) && gl_isBlack(Colormap.FadeColor);
// only modify the light level if it doesn't originate from the seg's frontsector. This is to account for light transferring effects
if (lightlist->p_lightlevel != &seg->sidedef->sector->lightlevel)
{
lightlevel = gl_ClampLight(*lightlist->p_lightlevel);
}
// relative light won't get changed here. It is constant across the entire wall.
Colormap.CopyLightColor(lightlist->extra_colormap);
if (fadewall) lightlevel=255;
PutWall(translucent);
if (fadewall)
{
FMaterial *tex = gltexture;
type = RENDERWALL_COLORLAYER;
gltexture = NULL;
Colormap.LightColor = (lightlist->extra_colormap)->Fade;
alpha = (255-(*lightlist->p_lightlevel))/255.f*1.f;
if (alpha>0.f) PutWall(true);
type = RENDERWALL_FFBLOCK;
alpha = 1.0;
gltexture = tex;
}
}
//==========================================================================
//
// Splits a wall vertically if a 3D-floor
// creates different lighting across the wall
//
//==========================================================================
void GLWall::SplitWall(sector_t * frontsector, bool translucent)
{
GLWall copyWall1,copyWall2;
float maplightbottomleft;
float maplightbottomright;
unsigned int i;
int origlight = lightlevel;
TArray<lightlist_t> & lightlist=frontsector->e->XFloor.lightlist;
if (glseg.x1==glseg.x2 && glseg.y1==glseg.y2)
{
return;
}
::SplitWall.Clock();
#ifdef _DEBUG
if (seg->linedef-lines==1)
{
int a = 0;
}
#endif
if (lightlist.Size()>1)
{
for(i=0;i<lightlist.Size()-1;i++)
{
if (i<lightlist.Size()-1)
{
secplane_t &p = lightlist[i+1].plane;
if (p.a | p.b)
{
maplightbottomleft = p.ZatPoint(glseg.x1,glseg.y1);
maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
}
else
{
maplightbottomleft =
maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
}
}
else
{
maplightbottomright = maplightbottomleft = -32000;
}
// The light is completely above the wall!
if (maplightbottomleft>=ztop[0] && maplightbottomright>=ztop[1])
{
continue;
}
// check for an intersection with the upper plane
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
{
float clen = MAX<float>(fabsf(glseg.x2-glseg.x1), fabsf(glseg.y2-glseg.y2));
float dch=ztop[1]-ztop[0];
float dfh=maplightbottomright-maplightbottomleft;
float coeff= (ztop[0]-maplightbottomleft)/(dfh-dch);
// check for inaccuracies - let's be a little generous here!
if (coeff*clen<.1f)
{
maplightbottomleft=ztop[0];
}
else if (coeff*clen>clen-.1f)
{
maplightbottomright=ztop[1];
}
else
{
// split the wall in 2 at the intersection and recursively split both halves
copyWall1=copyWall2=*this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2-glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2-glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1]-ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1]-zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright-glseg.fracleft);
copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u-uplft.u);
copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v-uplft.v);
copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u-lolft.u);
copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v-lolft.v);
::SplitWall.Unclock();
copyWall1.SplitWall(frontsector, translucent);
copyWall2.SplitWall(frontsector, translucent);
return;
}
}
// check for an intersection with the lower plane
if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
{
float clen = MAX<float>(fabsf(glseg.x2-glseg.x1), fabsf(glseg.y2-glseg.y2));
float dch=zbottom[1]-zbottom[0];
float dfh=maplightbottomright-maplightbottomleft;
float coeff= (zbottom[0]-maplightbottomleft)/(dfh-dch);
// check for inaccuracies - let's be a little generous here because there's
// some conversions between floats and fixed_t's involved
if (coeff*clen<.1f)
{
maplightbottomleft=zbottom[0];
}
else if (coeff*clen>clen-.1f)
{
maplightbottomright=zbottom[1];
}
else
{
// split the wall in 2 at the intersection and recursively split both halves
copyWall1=copyWall2=*this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2-glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2-glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1]-ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1]-zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright-glseg.fracleft);
copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u-uplft.u);
copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v-uplft.v);
copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u-lolft.u);
copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v-lolft.v);
::SplitWall.Unclock();
copyWall1.SplitWall(frontsector, translucent);
copyWall2.SplitWall(frontsector, translucent);
return;
}
}
// 3D floor is completely within this light
if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1])
{
// These values must not be destroyed!
int ll=lightlevel;
FColormap lc=Colormap;
if (i > 0) Put3DWall(&lightlist[i], translucent);
else PutWall(translucent); // uppermost section does not alter light at all.
lightlevel=ll;
Colormap=lc;
::SplitWall.Unclock();
return;
}
if (maplightbottomleft<=ztop[0] && maplightbottomright<=ztop[1] &&
(maplightbottomleft!=ztop[0] || maplightbottomright!=ztop[1]))
{
copyWall1=*this;
copyWall1.flags |= GLWF_NOSPLITLOWER;
flags |= GLWF_NOSPLITUPPER;
ztop[0]=copyWall1.zbottom[0]=maplightbottomleft;
ztop[1]=copyWall1.zbottom[1]=maplightbottomright;
uplft.v=copyWall1.lolft.v=copyWall1.uplft.v+
(maplightbottomleft-copyWall1.ztop[0])*(copyWall1.lolft.v-copyWall1.uplft.v)/(zbottom[0]-copyWall1.ztop[0]);
uprgt.v=copyWall1.lorgt.v=copyWall1.uprgt.v+
(maplightbottomright-copyWall1.ztop[1])*(copyWall1.lorgt.v-copyWall1.uprgt.v)/(zbottom[1]-copyWall1.ztop[1]);
copyWall1.Put3DWall(&lightlist[i], translucent);
}
if (ztop[0]==zbottom[0] && ztop[1]==zbottom[1])
{
::SplitWall.Unclock();
return;
}
}
}
// These values must not be destroyed!
int ll=lightlevel;
FColormap lc=Colormap;
Put3DWall(&lightlist[lightlist.Size()-1], translucent);
lightlevel=ll;
Colormap=lc;
flags &= ~GLWF_NOSPLITUPPER;
::SplitWall.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
{
GLHorizonInfo hi;
lightlist_t * light;
// ZDoom doesn't support slopes in a horizon sector so I won't either!
ztop[1] = ztop[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::ceiling));
zbottom[1] = zbottom[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::floor));
if (viewz < fs->GetPlaneTexZ(sector_t::ceiling))
{
if (viewz > fs->GetPlaneTexZ(sector_t::floor))
zbottom[1] = zbottom[0] = FIXED2FLOAT(viewz);
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
{
SkyPlane(fs, sector_t::ceiling, false);
}
else
{
type = RENDERWALL_HORIZON;
hi.plane.GetFromSector(fs, true);
hi.lightlevel = gl_ClampLight(fs->GetCeilingLight());
hi.colormap = fs->ColorMap;
if (fs->e->XFloor.ffloors.Size())
{
light = P_GetPlaneLight(fs, &fs->ceilingplane, true);
if(!(fs->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING)) hi.lightlevel = gl_ClampLight(*light->p_lightlevel);
hi.colormap.LightColor = (light->extra_colormap)->Color;
}
if (gl_fixedcolormap) hi.colormap.Clear();
horizon = &hi;
PutWall(0);
}
ztop[1] = ztop[0] = zbottom[0];
}
if (viewz > fs->GetPlaneTexZ(sector_t::floor))
{
zbottom[1] = zbottom[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::floor));
if (fs->GetTexture(sector_t::floor) == skyflatnum)
{
SkyPlane(fs, sector_t::floor, false);
}
else
{
type = RENDERWALL_HORIZON;
hi.plane.GetFromSector(fs, false);
hi.lightlevel = gl_ClampLight(fs->GetFloorLight());
hi.colormap = fs->ColorMap;
if (fs->e->XFloor.ffloors.Size())
{
light = P_GetPlaneLight(fs, &fs->floorplane, false);
if(!(fs->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING)) hi.lightlevel = gl_ClampLight(*light->p_lightlevel);
hi.colormap.LightColor = (light->extra_colormap)->Color;
}
if (gl_fixedcolormap) hi.colormap.Clear();
horizon = &hi;
PutWall(0);
}
}
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float texturetop,
int topleft,int topright, int bottomleft,int bottomright, int t_ofs)
{
//
//
// set up texture coordinate stuff
//
//
float l_ul;
float texlength;
if (gltexture)
{
float length = seg->sidedef? seg->sidedef->TexelLength: Dist2(glseg.x1, glseg.y1, glseg.x2, glseg.y2);
l_ul=tci->FloatToTexU(FIXED2FLOAT(tci->TextureOffset(t_ofs)));
texlength = tci->FloatToTexU(length);
}
else
{
tci=NULL;
l_ul=0;
texlength=0;
}
//
//
// set up coordinates for the left side of the polygon
//
// check left side for intersections
if (topleft>=bottomleft)
{
// normal case
ztop[0]=FIXED2FLOAT(topleft);
zbottom[0]=FIXED2FLOAT(bottomleft);
if (tci)
{
uplft.v=tci->FloatToTexV(-ztop[0] + texturetop);
lolft.v=tci->FloatToTexV(-zbottom[0] + texturetop);
}
}
else
{
// ceiling below floor - clip to the visible part of the wall
fixed_t dch=topright-topleft;
fixed_t dfh=bottomright-bottomleft;
fixed_t coeff=FixedDiv(bottomleft-topleft, dch-dfh);
fixed_t inter_y=topleft+FixedMul(coeff,dch);
float inter_x= FIXED2FLOAT(coeff);
glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
glseg.fracleft = inter_x;
zbottom[0]=ztop[0]=FIXED2FLOAT(inter_y);
if (tci)
{
lolft.v=uplft.v=tci->FloatToTexV(-ztop[0] + texturetop);
}
}
//
//
// set up coordinates for the right side of the polygon
//
// check left side for intersections
if (topright >= bottomright)
{
// normal case
ztop[1]=FIXED2FLOAT(topright) ;
zbottom[1]=FIXED2FLOAT(bottomright) ;
if (tci)
{
uprgt.v=tci->FloatToTexV(-ztop[1] + texturetop);
lorgt.v=tci->FloatToTexV(-zbottom[1] + texturetop);
}
}
else
{
// ceiling below floor - clip to the visible part of the wall
fixed_t dch=topright-topleft;
fixed_t dfh=bottomright-bottomleft;
fixed_t coeff=FixedDiv(bottomleft-topleft, dch-dfh);
fixed_t inter_y=topleft+FixedMul(coeff,dch);
float inter_x= FIXED2FLOAT(coeff);
glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
glseg.fracright = inter_x;
zbottom[1]=ztop[1]=FIXED2FLOAT(inter_y);
if (tci)
{
lorgt.v=uprgt.v=tci->FloatToTexV(-ztop[1] + texturetop);
}
}
uplft.u = lolft.u = l_ul + texlength * glseg.fracleft;
uprgt.u = lorgt.u = l_ul + texlength * glseg.fracright;
if (gltexture && gltexture->tex->bHasCanvas && flags&GLT_CLAMPY)
{
// Camera textures are upside down so we have to shift the y-coordinate
// from [-1..0] to [0..1] when using texture clamping
uplft.v+=1.f;
uprgt.v+=1.f;
lolft.v+=1.f;
lorgt.v+=1.f;
}
return true;
}
//==========================================================================
//
// Do some tweaks with the texture coordinates to reduce visual glitches
//
//==========================================================================
void GLWall::CheckTexturePosition()
{
float sub;
if (gltexture->tex->bHasCanvas) return;
// clamp texture coordinates to a reasonable range.
// Extremely large values can cause visual problems
if (uplft.v < uprgt.v)
{
sub = float(xs_FloorToInt(uplft.v));
}
else
{
sub = float(xs_FloorToInt(uprgt.v));
}
uplft.v -= sub;
uprgt.v -= sub;
lolft.v -= sub;
lorgt.v -= sub;
if ((uplft.v == 0.f && uprgt.v == 0.f && lolft.v <= 1.f && lorgt.v <= 1.f) ||
(uplft.v >= 0.f && uprgt.v >= 0.f && lolft.v == 1.f && lorgt.v == 1.f))
{
flags|=GLT_CLAMPY;
}
}
//==========================================================================
//
// Handle one sided walls, upper and lower texture
//
//==========================================================================
void GLWall::DoTexture(int _type,seg_t * seg, int peg,
int ceilingrefheight,int floorrefheight,
int topleft,int topright,
int bottomleft,int bottomright,
int v_offset)
{
if (topleft<=bottomleft && topright<=bottomright) return;
// The Vertex values can be destroyed in this function and must be restored aferward!
GLSeg glsave=glseg;
int lh=ceilingrefheight-floorrefheight;
int texpos;
switch (_type)
{
case RENDERWALL_TOP:
texpos = side_t::top;
break;
case RENDERWALL_BOTTOM:
texpos = side_t::bottom;
break;
default:
texpos = side_t::mid;
break;
}
FTexCoordInfo tci;
gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(texpos), seg->sidedef->GetTextureYScale(texpos));
type = (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors) ? RENDERWALL_MIRROR : _type;
float floatceilingref = FIXED2FLOAT(ceilingrefheight + tci.RowOffset(seg->sidedef->GetTextureYOffset(texpos)));
if (peg) floatceilingref += tci.mRenderHeight - FIXED2FLOAT(lh + v_offset);
if (!SetWallCoordinates(seg, &tci, floatceilingref, topleft, topright, bottomleft, bottomright,
seg->sidedef->GetTextureXOffset(texpos))) return;
CheckTexturePosition();
// Add this wall to the render list
sector_t * sec = sub? sub->sector : seg->frontsector;
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false);
else SplitWall(sec, false);
glseg=glsave;
flags&=~GLT_CLAMPY;
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
sector_t * front, sector_t * back,
sector_t * realfront, sector_t * realback,
fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2,
fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2)
{
FTexCoordInfo tci;
fixed_t topleft,bottomleft,topright,bottomright;
GLSeg glsave=glseg;
fixed_t texturetop, texturebottom;
bool wrap = (seg->linedef->flags&ML_WRAP_MIDTEX) || (seg->sidedef->Flags&WALLF_WRAP_MIDTEX);
//
//
// Get the base coordinates for the texture
//
//
if (gltexture)
{
// Align the texture to the ORIGINAL sector's height!!
// At this point slopes don't matter because they don't affect the texture's z-position
gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(side_t::mid), seg->sidedef->GetTextureYScale(side_t::mid));
fixed_t rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
if ( (seg->linedef->flags & ML_DONTPEGBOTTOM) >0)
{
texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor),realback->GetPlaneTexZ(sector_t::floor))+rowoffset;
texturetop=texturebottom+(gltexture->TextureHeight(GLUSE_TEXTURE)<<FRACBITS);
}
else
{
texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling))+rowoffset;
texturebottom=texturetop-(gltexture->TextureHeight(GLUSE_TEXTURE)<<FRACBITS);
}
}
else texturetop=texturebottom=0;
//
//
// Depending on missing textures and possible plane intersections
// decide which planes to use for the polygon
//
//
if (realfront!=realback || drawfogboundary || wrap || realfront->GetHeightSec())
{
//
//
// Set up the top
//
//
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::top));
if (!tex || tex->UseType==FTexture::TEX_Null)
{
if (front->GetTexture(sector_t::ceiling) == skyflatnum &&
back->GetTexture(sector_t::ceiling) == skyflatnum)
{
// intra-sky lines do not clip the texture at all if there's no upper texture
topleft = topright = texturetop;
}
else
{
// texture is missing - use the higher plane
topleft = MAX(bch1,fch1);
topright = MAX(bch2,fch2);
}
}
else if ((bch1>fch1 || bch2>fch2) &&
(seg->frontsector->GetTexture(sector_t::ceiling)!=skyflatnum || seg->backsector->GetTexture(sector_t::ceiling)==skyflatnum))
// (!((bch1<=fch1 && bch2<=fch2) || (bch1>=fch1 && bch2>=fch2)))
{
// Use the higher plane and let the geometry clip the extruding part
topleft = bch1;
topright = bch2;
}
else
{
// But not if there can be visual artifacts.
topleft = MIN(bch1,fch1);
topright = MIN(bch2,fch2);
}
//
//
// Set up the bottom
//
//
tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
if (!tex || tex->UseType==FTexture::TEX_Null)
{
// texture is missing - use the lower plane
bottomleft = MIN(bfh1,ffh1);
bottomright = MIN(bfh2,ffh2);
}
else if (bfh1<ffh1 || bfh2<ffh2) // (!((bfh1<=ffh1 && bfh2<=ffh2) || (bfh1>=ffh1 && bfh2>=ffh2)))
{
// the floor planes intersect. Use the backsector's floor for drawing so that
// drawing the front sector's plane clips the polygon automatically.
bottomleft = bfh1;
bottomright = bfh2;
}
else
{
// normal case - use the higher plane
bottomleft = MAX(bfh1,ffh1);
bottomright = MAX(bfh2,ffh2);
}
//
//
// if we don't need a fog sheet let's clip away some unnecessary parts of the polygon
//
//
if (!drawfogboundary && !wrap)
{
if (texturetop<topleft && texturetop<topright) topleft=topright=texturetop;
if (texturebottom>bottomleft && texturebottom>bottomright) bottomleft=bottomright=texturebottom;
}
}
else
{
//
//
// if both sides of the line are in the same sector and the sector
// doesn't have a Transfer_Heights special don't clip to the planes
// Clipping to the planes is not necessary and can even produce
// unwanted side effects.
//
//
topleft=topright=texturetop;
bottomleft=bottomright=texturebottom;
}
// nothing visible - skip the rest
if (topleft<=bottomleft && topright<=bottomright) return;
//
//
// set up texture coordinate stuff
//
//
fixed_t t_ofs = seg->sidedef->GetTextureXOffset(side_t::mid);
if (gltexture)
{
// First adjust the texture offset so that the left edge of the linedef is inside the range [0..1].
fixed_t texwidth = tci.TextureAdjustWidth()<<FRACBITS;
t_ofs%=texwidth;
if (t_ofs<-texwidth) t_ofs+=texwidth; // shift negative results of % into positive range
// Now check whether the linedef is completely within the texture range of [0..1].
// If so we should use horizontal texture clamping to prevent filtering artifacts
// at the edges.
fixed_t textureoffset = tci.TextureOffset(t_ofs);
int righttex=(textureoffset>>FRACBITS)+seg->sidedef->TexelLength;
if ((textureoffset==0 && righttex<=gltexture->TextureWidth(GLUSE_TEXTURE)) ||
(textureoffset>=0 && righttex==gltexture->TextureWidth(GLUSE_TEXTURE)))
{
flags|=GLT_CLAMPX;
}
else
{
flags&=~GLT_CLAMPX;
}
if (!wrap)
{
flags|=GLT_CLAMPY;
}
}
SetWallCoordinates(seg, &tci, FIXED2FLOAT(texturetop), topleft, topright, bottomleft, bottomright, t_ofs);
//
//
// draw fog sheet if required
//
//
if (drawfogboundary)
{
flags |= GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER;
type=RENDERWALL_FOGBOUNDARY;
PutWall(true);
if (!gltexture)
{
flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
return;
}
type=RENDERWALL_M2SNF;
}
else type=RENDERWALL_M2S;
//
//
// set up alpha blending
//
//
if (seg->linedef->Alpha)// && seg->linedef->special!=Line_Fogsheet)
{
bool translucent = false;
switch (seg->linedef->flags& ML_ADDTRANS)//TRANSBITS)
{
case 0:
RenderStyle=STYLE_Translucent;
alpha=FIXED2FLOAT(seg->linedef->Alpha);
translucent = seg->linedef->Alpha < FRACUNIT || (gltexture && gltexture->GetTransparent());
break;
case ML_ADDTRANS:
RenderStyle=STYLE_Add;
alpha=FIXED2FLOAT(seg->linedef->Alpha);
translucent=true;
break;
}
//
//
// for textures with large empty areas only the visible parts are drawn.
// If these textures come too close to the camera they severely affect performance
// if stacked closely together
// Recognizing vertical gaps is rather simple and well worth the effort.
//
//
FloatRect *splitrect;
int v = gltexture->GetAreas(&splitrect);
if (v>0 && !drawfogboundary && !(seg->linedef->flags&ML_WRAP_MIDTEX))
{
// split the poly!
GLWall split;
int i,t=0;
float v_factor=(zbottom[0]-ztop[0])/(lolft.v-uplft.v);
// only split the vertical area of the polygon that does not contain slopes.
float splittopv = MAX(uplft.v, uprgt.v);
float splitbotv = MIN(lolft.v, lorgt.v);
// this is split vertically into sections.
for(i=0;i<v;i++)
{
// the current segment is below the bottom line of the splittable area
// (IOW. the whole wall has been done)
if (splitrect[i].top>=splitbotv) break;
float splitbot=splitrect[i].top+splitrect[i].height;
// the current segment is above the top line of the splittable area
if (splitbot<=splittopv) continue;
split=*this;
// the top line of the current segment is inside the splittable area
// use the splitrect's top as top of this segment
// if not use the top of the remaining polygon
if (splitrect[i].top>splittopv)
{
split.ztop[0]=split.ztop[1]= ztop[0]+v_factor*(splitrect[i].top-uplft.v);
split.uplft.v=split.uprgt.v=splitrect[i].top;
}
// the bottom line of the current segment is inside the splittable area
// use the splitrect's bottom as bottom of this segment
// if not use the bottom of the remaining polygon
if (splitbot<=splitbotv)
{
split.zbottom[0]=split.zbottom[1]=ztop[0]+v_factor*(splitbot-uplft.v);
split.lolft.v=split.lorgt.v=splitbot;
}
//
//
// Draw the stuff
//
//
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(translucent);
else split.SplitWall(realfront, translucent);
t=1;
}
render_texsplit+=t;
}
else
{
//
//
// Draw the stuff without splitting
//
//
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
else SplitWall(realfront, translucent);
}
alpha=1.0f;
}
// restore some values that have been altered in this function
glseg=glsave;
flags&=~(GLT_CLAMPX|GLT_CLAMPY|GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
fixed_t ff_topleft, fixed_t ff_topright,
fixed_t ff_bottomleft, fixed_t ff_bottomright)
{
side_t * mastersd = rover->master->sidedef[0];
float to;
lightlist_t * light;
bool translucent;
int savelight=lightlevel;
FColormap savecolor=Colormap;
float ul;
float texlength;
FTexCoordInfo tci;
if (rover->flags&FF_FOG)
{
if (!gl_fixedcolormap)
{
// this may not yet be done
light=P_GetPlaneLight(rover->target, rover->top.plane,true);
Colormap.Clear();
Colormap.LightColor=(light->extra_colormap)->Fade;
// the fog plane defines the light level, not the front sector
lightlevel = gl_ClampLight(*light->p_lightlevel);
gltexture=NULL;
type=RENDERWALL_FFBLOCK;
}
else return;
}
else
{
if (rover->flags&FF_UPPERTEXTURE)
{
gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::top), true);
if (!gltexture) return;
gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(side_t::top), seg->sidedef->GetTextureYScale(side_t::top));
}
else if (rover->flags&FF_LOWERTEXTURE)
{
gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), true);
if (!gltexture) return;
gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(side_t::bottom), seg->sidedef->GetTextureYScale(side_t::bottom));
}
else
{
gltexture = FMaterial::ValidateTexture(mastersd->GetTexture(side_t::mid), true);
if (!gltexture) return;
gltexture->GetTexCoordInfo(&tci, mastersd->GetTextureXScale(side_t::mid), mastersd->GetTextureYScale(side_t::mid));
}
to=FIXED2FLOAT((rover->flags&(FF_UPPERTEXTURE|FF_LOWERTEXTURE))?
0 : tci.TextureOffset(mastersd->GetTextureXOffset(side_t::mid)));
ul=tci.FloatToTexU(to + FIXED2FLOAT(tci.TextureOffset(seg->sidedef->GetTextureXOffset(side_t::mid))));
texlength = tci.FloatToTexU(seg->sidedef->TexelLength);
uplft.u = lolft.u = ul + texlength * glseg.fracleft;
uprgt.u = lorgt.u = ul + texlength * glseg.fracright;
fixed_t rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
to= (rover->flags&(FF_UPPERTEXTURE|FF_LOWERTEXTURE))?
0.f : FIXED2FLOAT(tci.RowOffset(mastersd->GetTextureYOffset(side_t::mid)));
to += FIXED2FLOAT(rowoffset);
uplft.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_topleft));
uprgt.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_topright));
lolft.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_bottomleft));
lorgt.v=tci.FloatToTexV(to + FIXED2FLOAT(*rover->top.texheight-ff_bottomright));
type=RENDERWALL_FFBLOCK;
CheckTexturePosition();
}
ztop[0]=FIXED2FLOAT(ff_topleft);
ztop[1]=FIXED2FLOAT(ff_topright);
zbottom[0]=FIXED2FLOAT(ff_bottomleft);//-0.001f;
zbottom[1]=FIXED2FLOAT(ff_bottomright);
if (rover->flags&(FF_TRANSLUCENT|FF_ADDITIVETRANS|FF_FOG))
{
alpha=rover->alpha/255.0f;
RenderStyle = (rover->flags&FF_ADDITIVETRANS)? STYLE_Add : STYLE_Translucent;
translucent=true;
type=gltexture? RENDERWALL_M2S:RENDERWALL_COLOR;
}
else
{
alpha=1.0f;
RenderStyle=STYLE_Normal;
translucent=false;
}
sector_t * sec = sub? sub->sector : seg->frontsector;
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent);
else SplitWall(sec, translucent);
alpha=1.0f;
lightlevel = savelight;
Colormap = savecolor;
flags&=~GLT_CLAMPY;
}
//==========================================================================
//
//
//
//==========================================================================
__forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, int &left, int &right)
{
if (planeref->plane->a | planeref->plane->b)
{
left=planeref->plane->ZatPoint(vertexes[0]);
right=planeref->plane->ZatPoint(vertexes[1]);
}
else if(planeref->isceiling == sector_t::ceiling)
{
left = right = planeref->plane->d;
}
else
{
left = right = -planeref->plane->d;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector,
fixed_t topleft, fixed_t topright,
fixed_t bottomleft, fixed_t bottomright)
{
TArray<F3DFloor *> & frontffloors=frontsector->e->XFloor.ffloors;
for(unsigned int i=0;i<frontffloors.Size();i++)
{
F3DFloor * rover=frontffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (!(rover->flags&FF_RENDERSIDES)) continue;
if (!(rover->flags&(FF_INVERTSIDES|FF_ALLSIDES))) continue;
fixed_t ff_topleft;
fixed_t ff_topright;
fixed_t ff_bottomleft;
fixed_t ff_bottomright;
GetPlanePos(&rover->top, ff_topleft, ff_topright);
GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright);
// above ceiling
if (ff_bottomleft>topleft && ff_bottomright>topright) continue;
if (ff_topleft>topleft && ff_topright>topright)
{
// the new section overlaps with the previous one - clip it!
ff_topleft=topleft;
ff_topright=topright;
}
if (ff_bottomleft<bottomleft && ff_bottomright<bottomright)
{
ff_bottomleft=bottomleft;
ff_bottomright=bottomright;
}
if (ff_topleft<ff_bottomleft || ff_topright<ff_bottomright) continue;
BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
topleft=ff_bottomleft;
topright=ff_bottomright;
if (topleft<=bottomleft && topright<=bottomright) return;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
fixed_t topleft, fixed_t topright,
fixed_t bottomleft, fixed_t bottomright)
{
TArray<F3DFloor *> & frontffloors=frontsector->e->XFloor.ffloors;
int flags = ffloor->flags & (FF_SWIMMABLE|FF_TRANSLUCENT);
for(unsigned int i=0;i<frontffloors.Size();i++)
{
F3DFloor * rover=frontffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (!(rover->flags&FF_RENDERSIDES)) continue;
if ((rover->flags&flags)!=flags) continue;
fixed_t ff_topleft;
fixed_t ff_topright;
fixed_t ff_bottomleft;
fixed_t ff_bottomright;
GetPlanePos(&rover->top, ff_topleft, ff_topright);
// we are completely below the bottom so unless there are some
// (unsupported) intersections there won't be any more floors that
// could clip this one.
if (ff_topleft<bottomleft && ff_topright<bottomright) goto done;
GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright);
// above top line?
if (ff_bottomleft>topleft && ff_bottomright>topright) continue;
// overlapping the top line
if (ff_topleft>=topleft && ff_topright>=topright)
{
// overlapping with the entire range
if (ff_bottomleft<=bottomleft && ff_bottomright<=bottomright) return;
else if (ff_bottomleft>bottomleft && ff_bottomright>bottomright)
{
topleft=ff_bottomleft;
topright=ff_bottomright;
}
else
{
// an intersecting case.
// proper handling requires splitting but
// I don't need this right now.
}
}
else if (ff_topleft<=topleft && ff_topright<=topright)
{
BuildFFBlock(seg, ffloor, topleft, topright, ff_topleft, ff_topright);
if (ff_bottomleft<=bottomleft && ff_bottomright<=bottomright) return;
topleft=ff_bottomleft;
topright=ff_bottomright;
}
else
{
// an intersecting case.
// proper handling requires splitting but
// I don't need this right now.
}
}
done:
// if the program reaches here there is one block left to draw
BuildFFBlock(seg, ffloor, topleft, topright, bottomleft, bottomright);
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::DoFFloorBlocks(seg_t * seg,sector_t * frontsector,sector_t * backsector,
fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2,
fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2)
{
TArray<F3DFloor *> & backffloors=backsector->e->XFloor.ffloors;
fixed_t topleft, topright, bottomleft, bottomright;
bool renderedsomething=false;
// if the ceilings intersect use the backsector's height because this sector's ceiling will
// obstruct the redundant parts.
if (fch1<bch1 && fch2<bch2)
{
topleft=fch1;
topright=fch2;
}
else
{
topleft=bch1;
topright=bch2;
}
if (ffh1>bfh1 && ffh2>bfh2)
{
bottomleft=ffh1;
bottomright=ffh2;
}
else
{
bottomleft=bfh1;
bottomright=bfh2;
}
for(unsigned int i=0;i<backffloors.Size();i++)
{
F3DFloor * rover=backffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (!(rover->flags&FF_RENDERSIDES) || (rover->flags&FF_INVERTSIDES)) continue;
fixed_t ff_topleft;
fixed_t ff_topright;
fixed_t ff_bottomleft;
fixed_t ff_bottomright;
GetPlanePos(&rover->top, ff_topleft, ff_topright);
GetPlanePos(&rover->bottom, ff_bottomleft, ff_bottomright);
// completely above ceiling
if (ff_bottomleft>topleft && ff_bottomright>topright && !renderedsomething) continue;
if (ff_topleft>topleft && ff_topright>topright)
{
// the new section overlaps with the previous one - clip it!
ff_topleft=topleft;
ff_topright=topright;
}
// do all inverse floors above the current one it there is a gap between the
// last 3D floor and this one.
if (topleft>ff_topleft && topright>ff_topright)
InverseFloors(seg, frontsector, topleft, topright, ff_topleft, ff_topright);
// if translucent or liquid clip away adjoining parts of the same type of FFloors on the other side
if (rover->flags&(FF_SWIMMABLE|FF_TRANSLUCENT))
ClipFFloors(seg, rover, frontsector, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
else
BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
topleft=ff_bottomleft;
topright=ff_bottomright;
renderedsomething=true;
if (topleft<=bottomleft && topright<=bottomright) return;
}
// draw all inverse floors below the lowest one
if (frontsector->e->XFloor.ffloors.Size() > 0)
{
if (topleft>bottomleft || topright>bottomright)
InverseFloors(seg, frontsector, topleft, topright, bottomleft, bottomright);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
{
vertex_t * v1, * v2;
fixed_t fch1;
fixed_t ffh1;
fixed_t fch2;
fixed_t ffh2;
sector_t * realfront;
sector_t * realback;
#ifdef _DEBUG
if (seg->linedef-lines==636)
{
int a = 0;
}
#endif
// note: we always have a valid sidedef and linedef reference when getting here.
this->seg = seg;
if ((seg->sidedef->Flags & WALLF_POLYOBJ) && seg->backsector)
{
// Textures on 2-sided polyobjects are aligned to the actual seg's sectors
realfront = seg->frontsector;
realback = seg->backsector;
}
else
{
// Need these for aligning the textures
realfront = &sectors[frontsector->sectornum];
realback = backsector? &sectors[backsector->sectornum] : NULL;
}
if (seg->sidedef == seg->linedef->sidedef[0])
{
v1=seg->linedef->v1;
v2=seg->linedef->v2;
}
else
{
v1=seg->linedef->v2;
v2=seg->linedef->v1;
}
if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
glseg.fracleft=0;
glseg.fracright=1;
if (gl_seamless)
{
if (v1->dirty) gl_RecalcVertexHeights(v1);
if (v2->dirty) gl_RecalcVertexHeights(v2);
}
}
else // polyobjects must be rendered per seg.
{
if (abs(v1->x-v2->x) > abs(v1->y-v2->y))
{
glseg.fracleft = float(seg->v1->x - v1->x)/float(v2->x-v1->x);
glseg.fracright = float(seg->v2->x - v1->x)/float(v2->x-v1->x);
}
else
{
glseg.fracleft = float(seg->v1->y - v1->y)/float(v2->y-v1->y);
glseg.fracright = float(seg->v2->y - v1->y)/float(v2->y-v1->y);
}
v1=seg->v1;
v2=seg->v2;
}
vertexes[0]=v1;
vertexes[1]=v2;
glseg.x1= FIXED2FLOAT(v1->x);
glseg.y1= FIXED2FLOAT(v1->y);
glseg.x2= FIXED2FLOAT(v2->x);
glseg.y2= FIXED2FLOAT(v2->y);
Colormap=frontsector->ColorMap;
flags = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE)? GLWF_FOGGY : 0;
int rel = 0;
int orglightlevel = gl_ClampLight(frontsector->lightlevel);
lightlevel = gl_ClampLight(seg->sidedef->GetLightLevel(!!(flags&GLWF_FOGGY), orglightlevel, false, &rel));
if (orglightlevel >= 253) // with the software renderer fake contrast won't be visible above this.
{
rellight = 0;
}
else if (lightlevel - rel > 256) // the brighter part of fake contrast will be clamped so also clamp the darker part by the same amount for better looks
{
rellight = 256 - lightlevel + rel;
}
else
{
rellight = rel;
}
alpha=1.0f;
RenderStyle=STYLE_Normal;
gltexture=NULL;
topflat=frontsector->GetTexture(sector_t::ceiling); // for glowing textures. These must be saved because
bottomflat=frontsector->GetTexture(sector_t::floor); // the sector passed here might be a temporary copy.
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
// Save a little time (up to 0.3 ms per frame ;) )
if (frontsector->floorplane.a | frontsector->floorplane.b)
{
ffh1=frontsector->floorplane.ZatPoint(v1);
ffh2=frontsector->floorplane.ZatPoint(v2);
zfloor[0]=FIXED2FLOAT(ffh1);
zfloor[1]=FIXED2FLOAT(ffh2);
}
else
{
ffh1 = ffh2 = -frontsector->floorplane.d;
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2);
}
if (frontsector->ceilingplane.a | frontsector->ceilingplane.b)
{
fch1=frontsector->ceilingplane.ZatPoint(v1);
fch2=frontsector->ceilingplane.ZatPoint(v2);
zceil[0]= FIXED2FLOAT(fch1);
zceil[1]= FIXED2FLOAT(fch2);
}
else
{
fch1 = fch2 = frontsector->ceilingplane.d;
zceil[0] = zceil[1] = FIXED2FLOAT(fch2);
}
if (seg->linedef->special==Line_Horizon)
{
SkyNormal(frontsector,v1,v2);
DoHorizon(seg,frontsector, v1,v2);
return;
}
//return;
// [GZ] 3D middle textures are necessarily two-sided, even if they lack the explicit two-sided flag
if (!backsector || !(seg->linedef->flags&(ML_TWOSIDED|ML_3DMIDTEX))) // one sided
{
// sector's sky
SkyNormal(frontsector,v1,v2);
// normal texture
gltexture=FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::mid), true);
if (gltexture)
{
DoTexture(RENDERWALL_M1S,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0,
realfront->GetPlaneTexZ(sector_t::ceiling),realfront->GetPlaneTexZ(sector_t::floor), // must come from the original!
fch1,fch2,ffh1,ffh2,0);
}
}
else // two sided
{
fixed_t bch1;
fixed_t bch2;
fixed_t bfh1;
fixed_t bfh2;
if (backsector->floorplane.a | backsector->floorplane.b)
{
bfh1=backsector->floorplane.ZatPoint(v1);
bfh2=backsector->floorplane.ZatPoint(v2);
}
else
{
bfh1 = bfh2 = -backsector->floorplane.d;
}
if (backsector->ceilingplane.a | backsector->ceilingplane.b)
{
bch1=backsector->ceilingplane.ZatPoint(v1);
bch2=backsector->ceilingplane.ZatPoint(v2);
}
else
{
bch1 = bch2 = backsector->ceilingplane.d;
}
SkyTop(seg,frontsector,backsector,v1,v2);
SkyBottom(seg,frontsector,backsector,v1,v2);
// upper texture
if (frontsector->GetTexture(sector_t::ceiling)!=skyflatnum || backsector->GetTexture(sector_t::ceiling)!=skyflatnum)
{
fixed_t bch1a=bch1, bch2a=bch2;
if (frontsector->GetTexture(sector_t::floor)!=skyflatnum || backsector->GetTexture(sector_t::floor)!=skyflatnum)
{
// the back sector's floor obstructs part of this wall
if (ffh1>bch1 && ffh2>bch2)
{
bch2a=ffh2;
bch1a=ffh1;
}
}
if (bch1a<fch1 || bch2a<fch2)
{
gltexture=FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::top), true);
if (gltexture)
{
DoTexture(RENDERWALL_TOP,seg,(seg->linedef->flags & (ML_DONTPEGTOP))==0,
realfront->GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling),
fch1,fch2,bch1a,bch2a,0);
}
else if ((frontsector->ceilingplane.a | frontsector->ceilingplane.b |
backsector->ceilingplane.a | backsector->ceilingplane.b) &&
frontsector->GetTexture(sector_t::ceiling)!=skyflatnum &&
backsector->GetTexture(sector_t::ceiling)!=skyflatnum)
{
gltexture=FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), true);
if (gltexture)
{
DoTexture(RENDERWALL_TOP,seg,(seg->linedef->flags & (ML_DONTPEGTOP))==0,
realfront->GetPlaneTexZ(sector_t::ceiling),realback->GetPlaneTexZ(sector_t::ceiling),
fch1,fch2,bch1a,bch2a,0);
}
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
gl_drawinfo->AddUpperMissingTexture(seg->sidedef, sub, bch1a);
}
}
}
/* mid texture */
bool drawfogboundary = gl_CheckFog(frontsector, backsector);
FTexture *tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
if (tex != NULL)
{
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
gltexture=FMaterial::ValidateTexture(tex);
}
else gltexture = NULL;
if (gltexture || drawfogboundary)
{
DoMidTexture(seg, drawfogboundary, frontsector, backsector, realfront, realback,
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
}
if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())
{
DoFFloorBlocks(seg,frontsector,backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
}
/* bottom texture */
// the back sector's ceiling obstructs part of this wall (specially important for sky sectors)
if (fch1<bfh1 && fch2<bfh2)
{
bfh1=fch1;
bfh2=fch2;
}
if (bfh1>ffh1 || bfh2>ffh2)
{
gltexture=FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), true);
if (gltexture)
{
DoTexture(RENDERWALL_BOTTOM,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0,
realback->GetPlaneTexZ(sector_t::floor),realfront->GetPlaneTexZ(sector_t::floor),
bfh1,bfh2,ffh1,ffh2,
frontsector->GetTexture(sector_t::ceiling)==skyflatnum && backsector->GetTexture(sector_t::ceiling)==skyflatnum ?
realfront->GetPlaneTexZ(sector_t::floor)-realback->GetPlaneTexZ(sector_t::ceiling) :
realfront->GetPlaneTexZ(sector_t::floor)-realfront->GetPlaneTexZ(sector_t::ceiling));
}
else if ((frontsector->floorplane.a | frontsector->floorplane.b |
backsector->floorplane.a | backsector->floorplane.b) &&
frontsector->GetTexture(sector_t::floor)!=skyflatnum &&
backsector->GetTexture(sector_t::floor)!=skyflatnum)
{
// render it anyway with the sector's floor texture. With a background sky
// there are ugly holes otherwise and slopes are simply not precise enough
// to mach in any case.
gltexture=FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), true);
if (gltexture)
{
DoTexture(RENDERWALL_BOTTOM,seg,(seg->linedef->flags & ML_DONTPEGBOTTOM)>0,
realback->GetPlaneTexZ(sector_t::floor),realfront->GetPlaneTexZ(sector_t::floor),
bfh1,bfh2,ffh1,ffh2, realfront->GetPlaneTexZ(sector_t::floor)-realfront->GetPlaneTexZ(sector_t::ceiling));
}
}
else if (backsector->GetTexture(sector_t::floor)!=skyflatnum &&
!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
gl_drawinfo->AddLowerMissingTexture(seg->sidedef, sub, bfh1);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector)
{
if (frontsector->GetTexture(sector_t::floor)==skyflatnum) return;
fixed_t ffh = frontsector->GetPlaneTexZ(sector_t::floor);
fixed_t bfh = backsector->GetPlaneTexZ(sector_t::floor);
if (bfh>ffh)
{
this->seg = seg;
this->sub = NULL;
vertex_t * v1=seg->v1;
vertex_t * v2=seg->v2;
vertexes[0]=v1;
vertexes[1]=v2;
glseg.x1 = FIXED2FLOAT(v1->x);
glseg.y1 = FIXED2FLOAT(v1->y);
glseg.x2 = FIXED2FLOAT(v2->x);
glseg.y2 = FIXED2FLOAT(v2->y);
glseg.fracleft = 0;
glseg.fracright = 1;
flags = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE)? GLWF_FOGGY : 0;
// can't do fake contrast without a sidedef
lightlevel = gl_ClampLight(frontsector->lightlevel);
rellight = 0;
alpha = 1.0f;
RenderStyle = STYLE_Normal;
Colormap = frontsector->ColorMap;
topflat = frontsector->GetTexture(sector_t::ceiling); // for glowing textures
bottomflat = frontsector->GetTexture(sector_t::floor);
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh);
gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), true);
if (gltexture)
{
FTexCoordInfo tci;
type=RENDERWALL_BOTTOM;
gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
PutWall(false);
}
}
}