/* ** 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_portal.h" #include "r_poly.h" #include "r_sky.h" // for skyflatnum EXTERN_CVAR(Int, r_3dfloors) void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector> §orPortals) { RenderPolyPlane plane; if (r_3dfloors) { auto frontsector = sub->sector; auto &ffloors = frontsector->e->XFloor.ffloors; // 3D floor floors for (int i = 0; i < (int)ffloors.Size(); i++) { F3DFloor *fakeFloor = ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; if (fakeFloor->bottom.plane->isSlope()) continue; //if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) // R_3D_AddHeight(fakeFloor->top.plane, frontsector); if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue; //fakeFloor->alpha double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot); if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) { plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, false, fakeFloor); } } // 3D floor ceilings for (int i = 0; i < (int)ffloors.Size(); i++) { F3DFloor *fakeFloor = ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; if (fakeFloor->top.plane->isSlope()) continue; //if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) // R_3D_AddHeight(fakeFloor->bottom.plane, frontsector); if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue; //fakeFloor->alpha double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) { plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, true, fakeFloor); } } } plane.Render(worldToClip, sub, subsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals); plane.Render(worldToClip, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals); } void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor) { FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture; FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; int lightlevel = 255; if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false); basecolormap = light->extra_colormap; lightlevel = *light->p_lightlevel; } TriUniforms uniforms; uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0 || fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = 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, fakeFloor->bottom.plane->ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = stencilValue; args.stencilwritevalue = stencilValue + 1; args.SetTexture(tex); args.SetColormap(sub->sector->ColorMap); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); } void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector> §orPortals) { FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor); PolyDrawSectorPortal *polyportal = nullptr; if (portal && (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into portal = nullptr; if (portal) { for (auto &p : sectorPortals) { if (p->Portal == portal) // To do: what other criterias do we need to check for? { polyportal = p.get(); break; } } if (!polyportal) { sectorPortals.push_back(std::make_unique(portal, ceiling)); polyportal = sectorPortals.back().get(); } } 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.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0 || fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = isSky ? RenderPolyPortal::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, 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, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = ccw; args.stenciltestvalue = stencilValue; args.stencilwritevalue = stencilValue + 1; args.SetColormap(frontsector->ColorMap); if (!isSky) { if (!portal) { args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); } else { args.stencilwritevalue = polyportal->StencilValue; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth }); } } else { if (portal) { args.stencilwritevalue = polyportal->StencilValue; polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth }); } else { args.stencilwritevalue = 255; } PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); 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, skyHeight); wallvert[1] = PlaneVertex(line->v2, skyHeight); wallvert[2] = PlaneVertex(line->v2, skyBottomz2); wallvert[3] = PlaneVertex(line->v1, skyBottomz1); } else { wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2)); wallvert[2] = PlaneVertex(line->v2, skyHeight); wallvert[3] = PlaneVertex(line->v1, skyHeight); } args.vinput = wallvert; args.vcount = 4; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); if (portal) polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth }); } } } TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, 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; }