Move more encrypted code into IsInvisibleLine, IsDoorClosed and IsSolid

This commit is contained in:
Magnus Norddahl 2017-02-11 20:01:23 +01:00
parent 1983dd2483
commit 9e2702d885
2 changed files with 107 additions and 92 deletions

View file

@ -130,21 +130,13 @@ namespace swrenderer
rw_havehigh = rw_havelow = false;
bool solid;
// Single sided line?
if (mBackSector == NULL)
{
solid = true;
}
else
if (mBackSector)
{
// kg3D - its fake, no transfer_heights
if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
mBackSector = Thread->OpaquePass->FakeFlat(mBackSector, &tempsec, nullptr, nullptr, mLineSegment, WallC.sx1, WallC.sx2, mFrontCeilingZ1, mFrontCeilingZ2);
}
mDoorClosed = false; // killough 4/16/98
mBackCeilingZ1 = mBackSector->ceilingplane.ZatPoint(line->v1);
mBackFloorZ1 = mBackSector->floorplane.ZatPoint(line->v1);
@ -175,82 +167,12 @@ namespace swrenderer
rw_havelow = true;
walllower.Project(mBackSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
}
// Portal
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0])
{
solid = true;
}
// Closed door.
else if ((mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) ||
(mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2))
mDoorClosed = IsDoorClosed();
if (IsInvisibleLine())
{
solid = true;
}
else if (
// properly render skies (consider door "open" if both ceilings are sky):
(mBackSector->GetTexture(sector_t::ceiling) != skyflatnum || mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum)
// if door is closed because back is shut:
&& mBackCeilingZ1 <= mBackFloorZ1 && mBackCeilingZ2 <= mBackFloorZ2
// preserve a kind of transparent door/lift special effect:
&& ((mBackCeilingZ1 >= mFrontCeilingZ1 && mBackCeilingZ2 >= mFrontCeilingZ2) || line->sidedef->GetTexture(side_t::top).isValid())
&& ((mBackFloorZ1 <= mFrontFloorZ1 && mBackFloorZ2 <= mFrontFloorZ2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
mDoorClosed = true;
solid = true;
}
else if (mFrontSector->ceilingplane != mBackSector->ceilingplane ||
mFrontSector->floorplane != mBackSector->floorplane)
{
// Window.
solid = false;
}
else if (SkyboxCompare(mFrontSector, mBackSector))
{
solid = false;
}
else if (mBackSector->lightlevel != mFrontSector->lightlevel
|| mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)
|| mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)
|| mLineSegment->sidedef->GetTexture(side_t::mid).isValid()
// killough 3/7/98: Take flats offsets into account:
|| mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform
|| mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform
|| mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)
|| mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)
|| mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)
|| mBackSector->GetVisFlags(sector_t::ceiling) != mFrontSector->GetVisFlags(sector_t::ceiling)
// [RH] Also consider colormaps
|| mBackSector->ColorMap != mFrontSector->ColorMap
// kg3D - and fake lights
|| (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size())
|| (mBackSector->e && mBackSector->e->XFloor.lightlist.Size())
)
{
solid = false;
}
else
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
// When using GL nodes, do a clipping test for these lines so we can
// mark their subsectors as visible for automap texturing.
if (hasglnodes && !(mSubsector->flags & SSECF_DRAWN))
@ -262,11 +184,10 @@ namespace swrenderer
}
return;
}
}
rw_prepped = false;
bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, solid, this);
bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, IsSolid(), this);
if (visible)
{
@ -274,6 +195,96 @@ namespace swrenderer
}
}
bool SWRenderLine::IsInvisibleLine() const
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
if (!mBackSector) return false;
// Portal
if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return false;
// Closed door.
if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return false;
if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return false;
if (IsDoorClosed()) return false;
// Window.
if (mFrontSector->ceilingplane != mBackSector->ceilingplane || mFrontSector->floorplane != mBackSector->floorplane) return false;
if (SkyboxCompare(mFrontSector, mBackSector)) return false;
if (mBackSector->lightlevel != mFrontSector->lightlevel) return false;
if (mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)) return false;
if (mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)) return false;
if (mLineSegment->sidedef->GetTexture(side_t::mid).isValid()) return false;
if (mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform) return false;
if (mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform) return false;
if (mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)) return false;
if (mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)) return false;
if (mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)) return false;
if (mBackSector->GetVisFlags(sector_t::ceiling) != mFrontSector->GetVisFlags(sector_t::ceiling)) return false;
if (mBackSector->ColorMap != mFrontSector->ColorMap) return false;
if (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size()) return false;
if (mBackSector->e && mBackSector->e->XFloor.lightlist.Size()) return false;
return true;
}
bool SWRenderLine::IsSolid() const
{
// One sided
if (mBackSector == nullptr) return true;
// Portal
if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return true;
// Closed door
if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return true;
if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return true;
if (IsDoorClosed()) return true;
return false;
}
bool SWRenderLine::IsDoorClosed() const
{
// Portal
if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return false;
// Closed door.
if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return false;
if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return false;
// properly render skies (consider door "open" if both ceilings are sky)
if (mBackSector->GetTexture(sector_t::ceiling) == skyflatnum && mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum) return false;
// if door is closed because back is shut:
if (!(mBackCeilingZ1 <= mBackFloorZ1 && mBackCeilingZ2 <= mBackFloorZ2)) return false;
// preserve a kind of transparent door/lift special effect:
if (((mBackCeilingZ1 >= mFrontCeilingZ1 && mBackCeilingZ2 >= mFrontCeilingZ2) || mLineSegment->sidedef->GetTexture(side_t::top).isValid())
&& ((mBackFloorZ1 <= mFrontFloorZ1 && mBackFloorZ2 <= mFrontFloorZ2) || mLineSegment->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
return true;
}
return false;
}
bool SWRenderLine::SkyboxCompare(sector_t *frontsector, sector_t *backsector) const
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);

View file

@ -65,6 +65,10 @@ namespace swrenderer
bool IsFogBoundary(sector_t *front, sector_t *back) const;
bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;
bool IsInvisibleLine() const;
bool IsDoorClosed() const;
bool IsSolid() const;
bool ShouldMarkFloor() const;
bool ShouldMarkCeiling() const;
bool ShouldMarkPortal() const;