/* ** Handling drawing a plane (ceiling, floor) ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "r_poly_plane.h" #include "r_poly.h" #include "r_sky.h" // for skyflatnum void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight) { sector_t *fakesector = sub->sector->heightsec; if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC)) fakesector = nullptr; bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) != SECF_FAKEFLOORONLY; FTextureID picnum; bool ccw; sector_t *frontsector; if (ceiling && fakesector && ViewPos.Z < fakesector->floorplane.Zat0()) { picnum = fakesector->GetTexture(sector_t::ceiling); ccw = false; ceiling = false; frontsector = fakesector; } else if (!ceiling && fakesector && ViewPos.Z >= fakesector->floorplane.Zat0()) { picnum = fakesector->GetTexture(sector_t::ceiling); ccw = true; frontsector = fakesector; } else if (ceiling && fakesector && ViewPos.Z > fakesector->ceilingplane.Zat0() && !fakeflooronly) { picnum = fakesector->GetTexture(sector_t::floor); ccw = true; frontsector = fakesector; } else if (!ceiling && fakesector && ViewPos.Z <= fakesector->ceilingplane.Zat0() && !fakeflooronly) { picnum = fakesector->GetTexture(sector_t::floor); ccw = false; ceiling = true; frontsector = fakesector; } else { picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor); ccw = true; frontsector = sub->sector; } FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; bool isSky = picnum == skyflatnum; TriUniforms uniforms; uniforms.objectToClip = worldToClip; uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0) uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f); else if (fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth; TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines); if (!vertices) return; if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = ccw; args.clipleft = 0; args.cliptop = 0; args.clipright = viewwidth; args.clipbottom = viewheight; args.stenciltestvalue = 0; args.stencilwritevalue = 1; if (!isSky) { args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::Draw); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); } else { args.stencilwritevalue = 255; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); for (uint32_t i = 0; i < sub->numlines; i++) { TriVertex *wallvert = PolyVertexBuffer::GetVertices(4); if (!wallvert) return; seg_t *line = &sub->firstline[i]; double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1); double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2); 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; if (ceiling && bothSkyCeiling && closedSector) { skyBottomz1 = middlefloorz1; skyBottomz2 = middlefloorz2; } else if (bothSkyCeiling) { continue; } } if (ceiling) { wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight); wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight); wallvert[2] = PlaneVertex(line->v2, frontsector, skyBottomz2); wallvert[3] = PlaneVertex(line->v1, frontsector, skyBottomz1); } else { wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2)); wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight); wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight); } args.vinput = wallvert; args.vcount = 4; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); } } } TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, sector_t *sector, double height) { TriVertex v; v.x = (float)v1->fPos().X; v.y = (float)v1->fPos().Y; v.z = (float)height; v.w = 1.0f; v.varying[0] = v.x / 64.0f; v.varying[1] = 1.0f - v.y / 64.0f; return v; }