mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 06:21:19 +00:00
951 lines
28 KiB
C++
951 lines
28 KiB
C++
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
|
|
#include <stdlib.h>
|
|
#include "templates.h"
|
|
#include "doomdef.h"
|
|
#include "m_bbox.h"
|
|
#include "i_system.h"
|
|
#include "p_lnspec.h"
|
|
#include "p_setup.h"
|
|
#include "a_sharedglobal.h"
|
|
#include "g_level.h"
|
|
#include "p_effect.h"
|
|
#include "doomstat.h"
|
|
#include "r_state.h"
|
|
#include "v_palette.h"
|
|
#include "r_sky.h"
|
|
#include "po_man.h"
|
|
#include "r_data/colormaps.h"
|
|
#include "d_net.h"
|
|
#include "swrenderer/r_memory.h"
|
|
#include "swrenderer/r_renderthread.h"
|
|
#include "swrenderer/drawers/r_draw.h"
|
|
#include "swrenderer/scene/r_3dfloors.h"
|
|
#include "swrenderer/scene/r_opaque_pass.h"
|
|
#include "swrenderer/scene/r_portal.h"
|
|
#include "swrenderer/line/r_wallsetup.h"
|
|
#include "swrenderer/line/r_walldraw.h"
|
|
#include "swrenderer/line/r_fogboundary.h"
|
|
#include "swrenderer/line/r_renderdrawsegment.h"
|
|
#include "swrenderer/segments/r_drawsegment.h"
|
|
#include "swrenderer/things/r_visiblesprite.h"
|
|
#include "swrenderer/scene/r_light.h"
|
|
#include "swrenderer/viewport/r_viewport.h"
|
|
#include "swrenderer/viewport/r_spritedrawer.h"
|
|
|
|
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|
|
|
namespace swrenderer
|
|
{
|
|
RenderDrawSegment::RenderDrawSegment(RenderThread *thread)
|
|
{
|
|
Thread = thread;
|
|
}
|
|
|
|
void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
|
|
{
|
|
auto viewport = RenderViewport::Instance();
|
|
RenderFogBoundary renderfog;
|
|
float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
|
|
fixed_t *maskedtexturecol = nullptr;
|
|
|
|
FTexture *tex;
|
|
int i;
|
|
sector_t tempsec; // killough 4/13/98
|
|
double texheight, texheightscale;
|
|
bool notrelevant = false;
|
|
double rowoffset;
|
|
bool wrap = false;
|
|
|
|
const sector_t *sec;
|
|
|
|
bool sprflipvert = false;
|
|
|
|
curline = ds->curline;
|
|
|
|
float alpha = (float)MIN(curline->linedef->alpha, 1.);
|
|
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
|
|
|
|
WallDrawerArgs walldrawerargs;
|
|
walldrawerargs.SetStyle(true, additive, FLOAT2FIXED(alpha));
|
|
|
|
SpriteDrawerArgs columndrawerargs;
|
|
FDynamicColormap *patchstylecolormap = nullptr;
|
|
bool visible = columndrawerargs.SetStyle(LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
|
|
|
|
if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Thread->MainThread)
|
|
NetUpdate();
|
|
|
|
frontsector = curline->frontsector;
|
|
backsector = curline->backsector;
|
|
|
|
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
|
|
if (i_compatflags & COMPATF_MASKEDMIDTEX)
|
|
{
|
|
tex = tex->GetRawTexture();
|
|
}
|
|
|
|
// killough 4/13/98: get correct lightlevel for 2s normal textures
|
|
sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
|
|
|
FDynamicColormap *basecolormap = sec->ColorMap; // [RH] Set basecolormap
|
|
|
|
int wallshade = ds->shade;
|
|
rw_lightstep = ds->lightstep;
|
|
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
|
|
|
|
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
|
|
|
CameraLight *cameraLight = CameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() < 0)
|
|
{
|
|
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
|
|
{
|
|
clip3d->sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
|
|
}
|
|
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
|
|
{
|
|
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
|
|
basecolormap = lit->extra_colormap;
|
|
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
short *mfloorclip = ds->sprbottomclip - ds->x1;
|
|
short *mceilingclip = ds->sprtopclip - ds->x1;
|
|
double spryscale;
|
|
|
|
// [RH] Draw fog partition
|
|
if (ds->bFogBoundary)
|
|
{
|
|
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
|
|
if (ds->maskedtexturecol == nullptr)
|
|
{
|
|
goto clearfog;
|
|
}
|
|
}
|
|
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
|
|
{
|
|
goto clearfog;
|
|
}
|
|
|
|
MaskedSWall = ds->swall - ds->x1;
|
|
MaskedScaleY = ds->yscale;
|
|
maskedtexturecol = ds->maskedtexturecol - ds->x1;
|
|
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
|
|
rw_scalestep = ds->iscalestep;
|
|
|
|
if (cameraLight->FixedLightLevel() >= 0)
|
|
{
|
|
walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
|
columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
|
}
|
|
else if (cameraLight->FixedColormap() != nullptr)
|
|
{
|
|
walldrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
|
columndrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
|
}
|
|
|
|
// find positioning
|
|
texheight = tex->GetScaledHeightDouble();
|
|
texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
|
|
if (texheightscale != 1)
|
|
{
|
|
texheight = texheight / texheightscale;
|
|
}
|
|
|
|
double texturemid;
|
|
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
|
|
{
|
|
texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
|
|
}
|
|
else
|
|
{
|
|
texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
|
|
}
|
|
|
|
rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
|
|
|
|
wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
|
|
if (!wrap)
|
|
{ // Texture does not wrap vertically.
|
|
double textop;
|
|
|
|
if (MaskedScaleY < 0)
|
|
{
|
|
MaskedScaleY = -MaskedScaleY;
|
|
sprflipvert = true;
|
|
}
|
|
if (tex->bWorldPanning)
|
|
{
|
|
// rowoffset is added before the multiply so that the masked texture will
|
|
// still be positioned in world units rather than texels.
|
|
texturemid += rowoffset - ViewPos.Z;
|
|
textop = texturemid;
|
|
texturemid *= MaskedScaleY;
|
|
}
|
|
else
|
|
{
|
|
// rowoffset is added outside the multiply so that it positions the texture
|
|
// by texels instead of world units.
|
|
textop = texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
|
|
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
|
|
}
|
|
if (sprflipvert)
|
|
{
|
|
MaskedScaleY = -MaskedScaleY;
|
|
texturemid -= tex->GetHeight() << FRACBITS;
|
|
}
|
|
|
|
// [RH] Don't bother drawing segs that are completely offscreen
|
|
if (viewport->globaldclip * ds->sz1 < -textop && viewport->globaldclip * ds->sz2 < -textop)
|
|
{ // Texture top is below the bottom of the screen
|
|
goto clearfog;
|
|
}
|
|
|
|
if (viewport->globaluclip * ds->sz1 > texheight - textop && viewport->globaluclip * ds->sz2 > texheight - textop)
|
|
{ // Texture bottom is above the top of the screen
|
|
goto clearfog;
|
|
}
|
|
|
|
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - ViewPos.Z)
|
|
{
|
|
notrelevant = true;
|
|
goto clearfog;
|
|
}
|
|
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - ViewPos.Z)
|
|
{
|
|
notrelevant = true;
|
|
goto clearfog;
|
|
}
|
|
|
|
WallC.sz1 = ds->sz1;
|
|
WallC.sz2 = ds->sz2;
|
|
WallC.sx1 = ds->sx1;
|
|
WallC.sx2 = ds->sx2;
|
|
|
|
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
|
{
|
|
wallupper.Project(textop < clip3d->sclipTop - ViewPos.Z ? textop : clip3d->sclipTop - ViewPos.Z, &WallC);
|
|
}
|
|
else
|
|
{
|
|
wallupper.Project(textop, &WallC);
|
|
}
|
|
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
|
{
|
|
walllower.Project(textop - texheight > clip3d->sclipBottom - ViewPos.Z ? textop - texheight : clip3d->sclipBottom - ViewPos.Z, &WallC);
|
|
}
|
|
else
|
|
{
|
|
walllower.Project(textop - texheight, &WallC);
|
|
}
|
|
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (wallupper.ScreenY[i] < mceilingclip[i])
|
|
wallupper.ScreenY[i] = mceilingclip[i];
|
|
}
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (walllower.ScreenY[i] > mfloorclip[i])
|
|
walllower.ScreenY[i] = mfloorclip[i];
|
|
}
|
|
|
|
if (clip3d->CurrentSkybox)
|
|
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
|
|
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
|
|
// this drawseg.
|
|
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
|
|
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
|
|
{
|
|
ClipMidtex(x1, x2);
|
|
}
|
|
}
|
|
|
|
mfloorclip = walllower.ScreenY;
|
|
mceilingclip = wallupper.ScreenY;
|
|
|
|
// draw the columns one at a time
|
|
if (visible)
|
|
{
|
|
for (int x = x1; x < x2; ++x)
|
|
{
|
|
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
|
|
{
|
|
columndrawerargs.SetLight(basecolormap, rw_light, wallshade);
|
|
}
|
|
|
|
fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
|
|
double sprtopscreen;
|
|
if (sprflipvert)
|
|
sprtopscreen = viewport->CenterY + texturemid * spryscale;
|
|
else
|
|
sprtopscreen = viewport->CenterY - texturemid * spryscale;
|
|
|
|
columndrawerargs.DrawMaskedColumn(Thread, x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip);
|
|
|
|
rw_light += rw_lightstep;
|
|
spryscale += rw_scalestep;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Texture does wrap vertically.
|
|
if (tex->bWorldPanning)
|
|
{
|
|
// rowoffset is added before the multiply so that the masked texture will
|
|
// still be positioned in world units rather than texels.
|
|
texturemid = (texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
|
|
}
|
|
else
|
|
{
|
|
// rowoffset is added outside the multiply so that it positions the texture
|
|
// by texels instead of world units.
|
|
texturemid = (texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
|
|
}
|
|
|
|
WallC.sz1 = ds->sz1;
|
|
WallC.sz2 = ds->sz2;
|
|
WallC.sx1 = ds->sx1;
|
|
WallC.sx2 = ds->sx2;
|
|
|
|
if (clip3d->CurrentSkybox)
|
|
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
|
|
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
|
|
// this drawseg.
|
|
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
|
|
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
|
|
{
|
|
ClipMidtex(x1, x2);
|
|
}
|
|
}
|
|
|
|
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
|
{
|
|
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (wallupper.ScreenY[i] < mceilingclip[i])
|
|
wallupper.ScreenY[i] = mceilingclip[i];
|
|
}
|
|
mceilingclip = wallupper.ScreenY;
|
|
}
|
|
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
|
{
|
|
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (walllower.ScreenY[i] > mfloorclip[i])
|
|
walllower.ScreenY[i] = mfloorclip[i];
|
|
}
|
|
mfloorclip = walllower.ScreenY;
|
|
}
|
|
|
|
rw_offset = 0;
|
|
rw_pic = tex;
|
|
|
|
double top, bot;
|
|
GetMaskedWallTopBottom(ds, top, bot);
|
|
|
|
RenderWallPart renderWallpart(Thread);
|
|
renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
|
|
}
|
|
|
|
clearfog:
|
|
if (ds->bFakeBoundary & 3)
|
|
{
|
|
RenderFakeWallRange(ds, x1, x2, wallshade);
|
|
}
|
|
if (!notrelevant)
|
|
{
|
|
if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
|
|
{
|
|
if (!wrap)
|
|
{
|
|
assert(ds->bkup != nullptr);
|
|
memcpy(ds->sprtopclip, ds->bkup, (ds->x2 - ds->x1) * 2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// kg3D - render one fake wall
|
|
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
|
|
{
|
|
int i;
|
|
double xscale;
|
|
double yscale;
|
|
|
|
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
|
|
if (Alpha <= 0)
|
|
return;
|
|
|
|
WallDrawerArgs drawerargs;
|
|
drawerargs.SetStyle(true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
|
|
|
|
rw_lightstep = ds->lightstep;
|
|
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
|
|
|
|
short *mfloorclip = ds->sprbottomclip - ds->x1;
|
|
short *mceilingclip = ds->sprtopclip - ds->x1;
|
|
|
|
//double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
|
|
float *MaskedSWall = ds->swall - ds->x1;
|
|
|
|
// find positioning
|
|
side_t *scaledside;
|
|
side_t::ETexpart scaledpart;
|
|
if (rover->flags & FF_UPPERTEXTURE)
|
|
{
|
|
scaledside = curline->sidedef;
|
|
scaledpart = side_t::top;
|
|
}
|
|
else if (rover->flags & FF_LOWERTEXTURE)
|
|
{
|
|
scaledside = curline->sidedef;
|
|
scaledpart = side_t::bottom;
|
|
}
|
|
else
|
|
{
|
|
scaledside = rover->master->sidedef[0];
|
|
scaledpart = side_t::mid;
|
|
}
|
|
xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
|
|
yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
|
|
|
|
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
|
|
double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
|
|
rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
|
|
if (rowoffset < 0)
|
|
{
|
|
rowoffset += rw_pic->GetHeight();
|
|
}
|
|
double texturemid = (planez - ViewPos.Z) * yscale;
|
|
if (rw_pic->bWorldPanning)
|
|
{
|
|
// rowoffset is added before the multiply so that the masked texture will
|
|
// still be positioned in world units rather than texels.
|
|
|
|
texturemid = texturemid + rowoffset * yscale;
|
|
rw_offset = xs_RoundToInt(rw_offset * xscale);
|
|
}
|
|
else
|
|
{
|
|
// rowoffset is added outside the multiply so that it positions the texture
|
|
// by texels instead of world units.
|
|
texturemid += rowoffset;
|
|
}
|
|
|
|
CameraLight *cameraLight = CameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() >= 0)
|
|
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
|
else if (cameraLight->FixedColormap() != nullptr)
|
|
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
|
|
|
WallC.sz1 = ds->sz1;
|
|
WallC.sz2 = ds->sz2;
|
|
WallC.sx1 = ds->sx1;
|
|
WallC.sx2 = ds->sx2;
|
|
WallC.tleft.X = ds->cx;
|
|
WallC.tleft.Y = ds->cy;
|
|
WallC.tright.X = ds->cx + ds->cdx;
|
|
WallC.tright.Y = ds->cy + ds->cdy;
|
|
WallT = ds->tmapvals;
|
|
|
|
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
|
wallupper.Project(clip3d->sclipTop - ViewPos.Z, &WallC);
|
|
walllower.Project(clip3d->sclipBottom - ViewPos.Z, &WallC);
|
|
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (wallupper.ScreenY[i] < mceilingclip[i])
|
|
wallupper.ScreenY[i] = mceilingclip[i];
|
|
}
|
|
for (i = x1; i < x2; i++)
|
|
{
|
|
if (walllower.ScreenY[i] > mfloorclip[i])
|
|
walllower.ScreenY[i] = mfloorclip[i];
|
|
}
|
|
|
|
ProjectedWallTexcoords walltexcoords;
|
|
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
|
|
|
|
double top, bot;
|
|
GetMaskedWallTopBottom(ds, top, bot);
|
|
|
|
RenderWallPart renderWallpart(Thread);
|
|
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
|
|
}
|
|
|
|
// kg3D - walls of fake floors
|
|
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
|
|
{
|
|
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
|
|
int i, j;
|
|
F3DFloor *rover, *fover = nullptr;
|
|
int passed, last;
|
|
double floorHeight;
|
|
double ceilingHeight;
|
|
|
|
curline = ds->curline;
|
|
|
|
frontsector = curline->frontsector;
|
|
backsector = curline->backsector;
|
|
|
|
if (backsector == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
if ((ds->bFakeBoundary & 3) == 2)
|
|
{
|
|
sector_t *sec = backsector;
|
|
backsector = frontsector;
|
|
frontsector = sec;
|
|
}
|
|
|
|
floorHeight = backsector->CenterFloor();
|
|
ceilingHeight = backsector->CenterCeiling();
|
|
|
|
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
|
|
|
// maybe fix clipheights
|
|
if (!(clip3d->fake3D & FAKE3D_CLIPBOTTOM)) clip3d->sclipBottom = floorHeight;
|
|
if (!(clip3d->fake3D & FAKE3D_CLIPTOP)) clip3d->sclipTop = ceilingHeight;
|
|
|
|
// maybe not visible
|
|
if (clip3d->sclipBottom >= frontsector->CenterCeiling()) return;
|
|
if (clip3d->sclipTop <= frontsector->CenterFloor()) return;
|
|
|
|
if (clip3d->fake3D & FAKE3D_DOWN2UP)
|
|
{ // bottom to viewz
|
|
last = 0;
|
|
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
|
|
{
|
|
rover = backsector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
// visible?
|
|
passed = 0;
|
|
if (!(rover->flags & FF_RENDERSIDES) || rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
|
|
rover->top.plane->Zat0() <= clip3d->sclipBottom ||
|
|
rover->bottom.plane->Zat0() >= ceilingHeight ||
|
|
rover->top.plane->Zat0() <= floorHeight)
|
|
{
|
|
if (!i)
|
|
{
|
|
passed = 1;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
rw_pic = nullptr;
|
|
if (rover->bottom.plane->Zat0() >= clip3d->sclipTop || passed)
|
|
{
|
|
if (last)
|
|
{
|
|
break;
|
|
}
|
|
// maybe wall from inside rendering?
|
|
fover = nullptr;
|
|
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
|
|
{
|
|
fover = frontsector->e->XFloor.ffloors[j];
|
|
if (fover->model == rover->model)
|
|
{ // never
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
if (!(fover->flags & FF_EXISTS)) continue;
|
|
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
|
// no sloped walls, it's bugged
|
|
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
|
|
|
// visible?
|
|
if (fover->top.plane->Zat0() <= clip3d->sclipBottom) continue; // no
|
|
if (fover->bottom.plane->Zat0() >= clip3d->sclipTop)
|
|
{ // no, last possible
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
// it is, render inside?
|
|
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
|
|
{ // no
|
|
fover = nullptr;
|
|
}
|
|
break;
|
|
}
|
|
// nothing
|
|
if (!fover || j == -1)
|
|
{
|
|
break;
|
|
}
|
|
// correct texture
|
|
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
|
{ // don't ever draw (but treat as something has been found)
|
|
rw_pic = DONT_DRAW;
|
|
}
|
|
else if (fover->flags & FF_UPPERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
|
}
|
|
else if (fover->flags & FF_LOWERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
|
}
|
|
else
|
|
{
|
|
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
|
}
|
|
}
|
|
else if (frontsector->e->XFloor.ffloors.Size())
|
|
{
|
|
// maybe not visible?
|
|
fover = nullptr;
|
|
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
|
|
{
|
|
fover = frontsector->e->XFloor.ffloors[j];
|
|
if (fover->model == rover->model) // never
|
|
{
|
|
break;
|
|
}
|
|
if (!(fover->flags & FF_EXISTS)) continue;
|
|
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
|
// no sloped walls, it's bugged
|
|
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
|
|
|
// visible?
|
|
if (fover->top.plane->Zat0() <= clip3d->sclipBottom) continue; // no
|
|
if (fover->bottom.plane->Zat0() >= clip3d->sclipTop)
|
|
{ // visible, last possible
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
|
|
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
|
|
)
|
|
{
|
|
break;
|
|
}
|
|
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
|
{ // don't ever draw (but treat as something has been found)
|
|
rw_pic = DONT_DRAW;
|
|
}
|
|
fover = nullptr; // visible
|
|
break;
|
|
}
|
|
if (fover && j != -1)
|
|
{
|
|
fover = nullptr;
|
|
last = 1;
|
|
continue; // not visible
|
|
}
|
|
}
|
|
if (!rw_pic)
|
|
{
|
|
fover = nullptr;
|
|
if (rover->flags & FF_UPPERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
|
}
|
|
else if (rover->flags & FF_LOWERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
|
}
|
|
else
|
|
{
|
|
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
|
}
|
|
}
|
|
// correct colors now
|
|
FDynamicColormap *basecolormap = frontsector->ColorMap;
|
|
wallshade = ds->shade;
|
|
CameraLight *cameraLight = CameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() < 0)
|
|
{
|
|
if ((ds->bFakeBoundary & 3) == 2)
|
|
{
|
|
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
|
{
|
|
if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
|
{
|
|
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
|
basecolormap = lit->extra_colormap;
|
|
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
|
{
|
|
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
|
{
|
|
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
|
basecolormap = lit->extra_colormap;
|
|
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (rw_pic != DONT_DRAW)
|
|
{
|
|
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
|
}
|
|
else rw_pic = nullptr;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{ // top to viewz
|
|
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
rover = backsector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
// visible?
|
|
passed = 0;
|
|
if (!(rover->flags & FF_RENDERSIDES) ||
|
|
rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
|
|
rover->bottom.plane->Zat0() >= clip3d->sclipTop ||
|
|
rover->top.plane->Zat0() <= floorHeight ||
|
|
rover->bottom.plane->Zat0() >= ceilingHeight)
|
|
{
|
|
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
|
|
{
|
|
passed = 1;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
rw_pic = nullptr;
|
|
if (rover->top.plane->Zat0() <= clip3d->sclipBottom || passed)
|
|
{ // maybe wall from inside rendering?
|
|
fover = nullptr;
|
|
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
|
|
{
|
|
fover = frontsector->e->XFloor.ffloors[j];
|
|
if (fover->model == rover->model)
|
|
{ // never
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
if (!(fover->flags & FF_EXISTS)) continue;
|
|
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
|
// no sloped walls, it's bugged
|
|
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
|
|
|
// visible?
|
|
if (fover->bottom.plane->Zat0() >= clip3d->sclipTop) continue; // no
|
|
if (fover->top.plane->Zat0() <= clip3d->sclipBottom)
|
|
{ // no, last possible
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
// it is, render inside?
|
|
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
|
|
{ // no
|
|
fover = nullptr;
|
|
}
|
|
break;
|
|
}
|
|
// nothing
|
|
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
|
|
{
|
|
break;
|
|
}
|
|
// correct texture
|
|
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
|
{
|
|
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
|
|
}
|
|
else if (fover->flags & FF_UPPERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
|
}
|
|
else if (fover->flags & FF_LOWERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
|
}
|
|
else
|
|
{
|
|
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
|
}
|
|
}
|
|
else if (frontsector->e->XFloor.ffloors.Size())
|
|
{ // maybe not visible?
|
|
fover = nullptr;
|
|
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
|
|
{
|
|
fover = frontsector->e->XFloor.ffloors[j];
|
|
if (fover->model == rover->model)
|
|
{ // never
|
|
break;
|
|
}
|
|
if (!(fover->flags & FF_EXISTS)) continue;
|
|
if (!(fover->flags & FF_RENDERSIDES)) continue;
|
|
// no sloped walls, its bugged
|
|
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
|
|
|
|
// visible?
|
|
if (fover->bottom.plane->Zat0() >= clip3d->sclipTop) continue; // no
|
|
if (fover->top.plane->Zat0() <= clip3d->sclipBottom)
|
|
{ // visible, last possible
|
|
fover = nullptr;
|
|
break;
|
|
}
|
|
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
|
|
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
|
|
)
|
|
{
|
|
break;
|
|
}
|
|
if (fover->flags & rover->flags & FF_SWIMMABLE)
|
|
{ // don't ever draw (but treat as something has been found)
|
|
rw_pic = DONT_DRAW;
|
|
}
|
|
fover = nullptr; // visible
|
|
break;
|
|
}
|
|
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
|
|
{ // not visible
|
|
break;
|
|
}
|
|
}
|
|
if (rw_pic == nullptr)
|
|
{
|
|
fover = nullptr;
|
|
if (rover->flags & FF_UPPERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
|
|
}
|
|
else if (rover->flags & FF_LOWERTEXTURE)
|
|
{
|
|
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
|
|
}
|
|
else
|
|
{
|
|
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
|
|
}
|
|
}
|
|
// correct colors now
|
|
FDynamicColormap *basecolormap = frontsector->ColorMap;
|
|
wallshade = ds->shade;
|
|
CameraLight *cameraLight = CameraLight::Instance();
|
|
if (cameraLight->FixedLightLevel() < 0)
|
|
{
|
|
if ((ds->bFakeBoundary & 3) == 2)
|
|
{
|
|
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
|
{
|
|
if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
|
|
{
|
|
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
|
basecolormap = lit->extra_colormap;
|
|
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
|
|
{
|
|
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
|
|
{
|
|
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
|
basecolormap = lit->extra_colormap;
|
|
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rw_pic != DONT_DRAW)
|
|
{
|
|
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
|
|
}
|
|
else
|
|
{
|
|
rw_pic = nullptr;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Clip a midtexture to the floor and ceiling of the sector in front of it.
|
|
void RenderDrawSegment::ClipMidtex(int x1, int x2)
|
|
{
|
|
ProjectedWallLine most;
|
|
|
|
RenderPortal *renderportal = Thread->Portal.get();
|
|
|
|
most.Project(curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
|
for (int i = x1; i < x2; ++i)
|
|
{
|
|
if (wallupper.ScreenY[i] < most.ScreenY[i])
|
|
wallupper.ScreenY[i] = most.ScreenY[i];
|
|
}
|
|
most.Project(curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
|
|
for (int i = x1; i < x2; ++i)
|
|
{
|
|
if (walllower.ScreenY[i] > most.ScreenY[i])
|
|
walllower.ScreenY[i] = most.ScreenY[i];
|
|
}
|
|
}
|
|
|
|
void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
|
|
{
|
|
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
|
|
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
|
|
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
|
|
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
|
|
top = MAX(frontcz1, frontcz2);
|
|
bot = MIN(frontfz1, frontfz2);
|
|
|
|
Clip3DFloors *clip3d = Thread->Clip3D.get();
|
|
if (clip3d->fake3D & FAKE3D_CLIPTOP)
|
|
{
|
|
top = MIN(top, clip3d->sclipTop);
|
|
}
|
|
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
|
|
{
|
|
bot = MAX(bot, clip3d->sclipBottom);
|
|
}
|
|
}
|
|
}
|