mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 16:41:09 +00:00
1d2ae53ecb
This reverts commit dd03bb1fcb
.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
1400 lines
38 KiB
C++
1400 lines
38 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// BSP traversal, handling of LineSegs for rendering.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "r_local.h"
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#include "r_main.h"
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#include "r_plane.h"
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#include "r_draw.h"
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#include "r_things.h"
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#include "r_3dfloors.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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using namespace drawerargs;
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seg_t* curline;
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side_t* sidedef;
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line_t* linedef;
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sector_t* frontsector;
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sector_t* backsector;
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// killough 4/7/98: indicates doors closed wrt automap bugfix:
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int doorclosed;
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bool r_fakingunderwater;
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extern bool rw_prepped;
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extern bool rw_havehigh, rw_havelow;
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extern int rw_floorstat, rw_ceilstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
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extern short wallbottom[MAXWIDTH];
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extern short wallupper[MAXWIDTH];
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extern short walllower[MAXWIDTH];
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double rw_backcz1, rw_backcz2;
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double rw_backfz1, rw_backfz2;
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double rw_frontcz1, rw_frontcz2;
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double rw_frontfz1, rw_frontfz2;
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size_t MaxDrawSegs;
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drawseg_t *drawsegs;
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drawseg_t* firstdrawseg;
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drawseg_t* ds_p;
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size_t FirstInterestingDrawseg;
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TArray<size_t> InterestingDrawsegs;
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FWallCoords WallC;
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FWallTmapVals WallT;
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static BYTE FakeSide;
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int WindowLeft, WindowRight;
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WORD MirrorFlags;
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TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as reallocation can cause crashes.
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subsector_t *InSubsector;
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void R_StoreWallRange (int start, int stop);
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//
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// R_ClearDrawSegs
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//
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void R_ClearDrawSegs (void)
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{
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if (drawsegs == NULL)
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{
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MaxDrawSegs = 256; // [RH] Default. Increased as needed.
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firstdrawseg = drawsegs = (drawseg_t *)M_Malloc (MaxDrawSegs * sizeof(drawseg_t));
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}
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FirstInterestingDrawseg = 0;
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InterestingDrawsegs.Clear ();
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ds_p = drawsegs;
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}
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//
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// ClipWallSegment
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// Clips the given range of columns
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// and includes it in the new clip list.
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//
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//
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// 1/11/98 killough: Since a type "short" is sufficient, we
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// should use it, since smaller arrays fit better in cache.
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//
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struct cliprange_t
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{
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short first, last; // killough
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};
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// newend is one past the last valid seg
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static cliprange_t *newend;
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static cliprange_t solidsegs[MAXWIDTH/2+2];
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//==========================================================================
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//
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// R_ClipWallSegment
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//
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// Clips the given range of columns, possibly including it in the clip list.
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// Handles both windows (e.g. LineDefs with upper and lower textures) and
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// solid walls (e.g. single sided LineDefs [middle texture]) that entirely
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// block the view.
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//
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//==========================================================================
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bool R_ClipWallSegment (int first, int last, bool solid)
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{
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cliprange_t *next, *start;
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int i, j;
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bool res = false;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first)
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start++;
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if (first < start->first)
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{
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res = true;
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if (last <= start->first)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange (first, last);
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if (fake3D & FAKE3D_FAKEMASK)
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{
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return true;
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}
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// Insert a new clippost for solid walls.
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if (solid)
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{
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if (last == start->first)
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{
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start->first = first;
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}
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else
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{
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next = newend;
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newend++;
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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}
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}
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return true;
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}
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// There is a fragment above *start.
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R_StoreWallRange (first, start->first);
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// Adjust the clip size for solid walls
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if (solid && !(fake3D & FAKE3D_FAKEMASK))
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{
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start->first = first;
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}
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}
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// Bottom contained in start?
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if (last <= start->last)
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return res;
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next = start;
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while (last >= (next+1)->first)
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{
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// There is a fragment between two posts.
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R_StoreWallRange (next->last, (next+1)->first);
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next++;
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if (last <= next->last)
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{
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// Bottom is contained in next.
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last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange (next->last, last);
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crunch:
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if (fake3D & FAKE3D_FAKEMASK)
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{
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return true;
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}
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if (solid)
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{
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// Adjust the clip size.
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start->last = last;
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if (next != start)
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{
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// Remove start+1 to next from the clip list,
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// because start now covers their area.
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for (i = 1, j = (int)(newend - next); j > 0; i++, j--)
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{
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start[i] = next[i];
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}
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newend = start+i;
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}
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}
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return true;
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}
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bool R_CheckClipWallSegment (int first, int last)
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{
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cliprange_t *start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first)
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start++;
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if (first < start->first)
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{
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return true;
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}
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// Bottom contained in start?
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if (last > start->last)
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{
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return true;
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}
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return false;
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs (short left, short right)
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{
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solidsegs[0].first = -0x7fff; // new short limit -- killough
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solidsegs[0].last = left;
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solidsegs[1].first = right;
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solidsegs[1].last = 0x7fff; // new short limit -- killough
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newend = solidsegs+2;
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}
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//
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// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
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//
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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// the drawn floor and ceiling textures, and light level, with
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// the control sector's.
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//
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// Similar for ceiling, only reflected.
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//
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// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
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//
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
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int *floorlightlevel, int *ceilinglightlevel,
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bool back)
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{
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// [RH] allow per-plane lighting
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = sec->GetFloorLight ();
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = sec->GetCeilingLight ();
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}
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FakeSide = FAKED_Center;
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const sector_t *s = sec->GetHeightSec();
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if (s != NULL)
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{
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sector_t *heightsec = viewsector->heightsec;
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bool underwater = r_fakingunderwater ||
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(heightsec && heightsec->floorplane.PointOnSide(ViewPos) <= 0);
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bool doorunderwater = false;
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int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES);
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// Replace sector being drawn with a copy to be hacked
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*tempsec = *sec;
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// Replace floor and ceiling height with control sector's heights.
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if (diffTex)
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{
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if (s->floorplane.CopyPlaneIfValid (&tempsec->floorplane, &sec->ceilingplane))
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{
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
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}
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else if (s->MoreFlags & SECF_FAKEFLOORONLY)
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{
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if (underwater)
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{
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tempsec->ColorMap = s->ColorMap;
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = s->GetFloorLight ();
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = s->GetCeilingLight ();
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}
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}
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FakeSide = FAKED_BelowFloor;
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return tempsec;
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}
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return sec;
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}
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}
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else
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{
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tempsec->floorplane = s->floorplane;
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}
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if (!(s->MoreFlags & SECF_FAKEFLOORONLY))
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{
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if (diffTex)
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{
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if (s->ceilingplane.CopyPlaneIfValid (&tempsec->ceilingplane, &sec->floorplane))
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{
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tempsec->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false);
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}
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}
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else
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{
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tempsec->ceilingplane = s->ceilingplane;
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}
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}
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double refceilz = s->ceilingplane.ZatPoint(ViewPos);
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double orgceilz = sec->ceilingplane.ZatPoint(ViewPos);
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#if 1
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// [RH] Allow viewing underwater areas through doors/windows that
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// are underwater but not in a water sector themselves.
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// Only works if you cannot see the top surface of any deep water
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// sectors at the same time.
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if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
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{
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if (rw_frontcz1 <= s->floorplane.ZatPoint(curline->v1) &&
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rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2))
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{
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// Check that the window is actually visible
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for (int z = WallC.sx1; z < WallC.sx2; ++z)
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{
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if (floorclip[z] > ceilingclip[z])
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{
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doorunderwater = true;
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r_fakingunderwater = true;
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break;
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}
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}
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}
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}
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#endif
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if (underwater || doorunderwater)
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{
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tempsec->floorplane = sec->floorplane;
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tempsec->ceilingplane = s->floorplane;
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tempsec->ceilingplane.FlipVert ();
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tempsec->ceilingplane.ChangeHeight(-1 / 65536.);
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tempsec->ColorMap = s->ColorMap;
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}
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// killough 11/98: prevent sudden light changes from non-water sectors:
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if ((underwater && !back) || doorunderwater)
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{ // head-below-floor hack
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tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
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tempsec->ceilingplane = s->floorplane;
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tempsec->ceilingplane.FlipVert ();
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tempsec->ceilingplane.ChangeHeight (-1 / 65536.);
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if (s->GetTexture(sector_t::ceiling) == skyflatnum)
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{
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tempsec->floorplane = tempsec->ceilingplane;
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tempsec->floorplane.FlipVert ();
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tempsec->floorplane.ChangeHeight (+1 / 65536.);
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tempsec->SetTexture(sector_t::ceiling, tempsec->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform;
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}
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else
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{
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tempsec->SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false);
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tempsec->planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform;
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}
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = s->GetFloorLight ();
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}
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if (ceilinglightlevel != NULL)
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{
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*ceilinglightlevel = s->GetCeilingLight ();
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}
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}
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FakeSide = FAKED_BelowFloor;
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}
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else if (heightsec && heightsec->ceilingplane.PointOnSide(ViewPos) <= 0 &&
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orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
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{ // Above-ceiling hack
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tempsec->ceilingplane = s->ceilingplane;
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tempsec->floorplane = s->ceilingplane;
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tempsec->floorplane.FlipVert ();
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tempsec->floorplane.ChangeHeight (+1 / 65536.);
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tempsec->ColorMap = s->ColorMap;
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tempsec->ColorMap = s->ColorMap;
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tempsec->SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false);
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false);
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tempsec->planes[sector_t::ceiling].xform = tempsec->planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform;
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if (s->GetTexture(sector_t::floor) != skyflatnum)
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{
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tempsec->ceilingplane = sec->ceilingplane;
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tempsec->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
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tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
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}
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if (!(s->MoreFlags & SECF_NOFAKELIGHT))
|
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{
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tempsec->lightlevel = s->lightlevel;
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|
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if (floorlightlevel != NULL)
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{
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*floorlightlevel = s->GetFloorLight ();
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}
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|
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if (ceilinglightlevel != NULL)
|
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{
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*ceilinglightlevel = s->GetCeilingLight ();
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}
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}
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FakeSide = FAKED_AboveCeiling;
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}
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sec = tempsec; // Use other sector
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}
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return sec;
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}
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bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
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{
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FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
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FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
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FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling);
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FSectorPortal *backf = backsector->GetPortal(sector_t::floor);
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|
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// return true if any of the planes has a linedef-based portal (unless both sides have the same one.
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// Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those.
|
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// (Note: This may require a compatibility option if some maps ran into this for line based portals as well.)
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if (!frontc->MergeAllowed()) return (frontc != backc);
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if (!frontf->MergeAllowed()) return (frontf != backf);
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if (!backc->MergeAllowed()) return true;
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if (!backf->MergeAllowed()) return true;
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return false;
|
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}
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|
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//
|
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// R_AddLine
|
|
// Clips the given segment
|
|
// and adds any visible pieces to the line list.
|
|
//
|
|
|
|
void R_AddLine (seg_t *line)
|
|
{
|
|
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
|
|
bool solid;
|
|
DVector2 pt1, pt2;
|
|
|
|
curline = line;
|
|
|
|
// [RH] Color if not texturing line
|
|
dc_color = (((int)(line - segs) * 8) + 4) & 255;
|
|
|
|
pt1 = line->v1->fPos() - ViewPos;
|
|
pt2 = line->v2->fPos() - ViewPos;
|
|
|
|
// Reject lines not facing viewer
|
|
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
|
|
return;
|
|
|
|
if (WallC.Init(pt1, pt2, 32.0 / (1 << 12)))
|
|
return;
|
|
|
|
if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft)
|
|
return;
|
|
|
|
if (line->linedef == NULL)
|
|
{
|
|
if (R_CheckClipWallSegment (WallC.sx1, WallC.sx2))
|
|
{
|
|
InSubsector->flags |= SSECF_DRAWN;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// reject lines that aren't seen from the portal (if any)
|
|
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
|
|
if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, ViewPos))
|
|
return;
|
|
|
|
vertex_t *v1, *v2;
|
|
v1 = line->linedef->v1;
|
|
v2 = line->linedef->v2;
|
|
|
|
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
|
|
{ // The seg is the entire wall.
|
|
WallT.InitFromWallCoords(&WallC);
|
|
}
|
|
else
|
|
{ // The seg is only part of the wall.
|
|
if (line->linedef->sidedef[0] != line->sidedef)
|
|
{
|
|
swapvalues (v1, v2);
|
|
}
|
|
WallT.InitFromLine(v1->fPos() - ViewPos, v2->fPos() - ViewPos);
|
|
}
|
|
|
|
if (!(fake3D & FAKE3D_FAKEBACK))
|
|
{
|
|
backsector = line->backsector;
|
|
}
|
|
rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
|
rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
|
|
rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
|
rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
|
|
|
|
rw_mustmarkfloor = rw_mustmarkceiling = false;
|
|
rw_havehigh = rw_havelow = false;
|
|
|
|
// Single sided line?
|
|
if (backsector == NULL)
|
|
{
|
|
solid = true;
|
|
}
|
|
else
|
|
{
|
|
// kg3D - its fake, no transfer_heights
|
|
if (!(fake3D & FAKE3D_FAKEBACK))
|
|
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
|
|
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
|
|
}
|
|
doorclosed = 0; // killough 4/16/98
|
|
|
|
rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
|
rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
|
|
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
|
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
|
|
|
|
if (fake3D & FAKE3D_FAKEBACK)
|
|
{
|
|
if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
|
|
{
|
|
fake3D |= FAKE3D_CLIPBOTFRONT;
|
|
}
|
|
if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
|
|
{
|
|
fake3D |= FAKE3D_CLIPTOPFRONT;
|
|
}
|
|
}
|
|
|
|
// Cannot make these walls solid, because it can result in
|
|
// sprite clipping problems for sprites near the wall
|
|
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
|
|
{
|
|
rw_havehigh = true;
|
|
R_CreateWallSegmentYSloped (wallupper, backsector->ceilingplane, &WallC);
|
|
}
|
|
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
|
|
{
|
|
rw_havelow = true;
|
|
R_CreateWallSegmentYSloped (walllower, backsector->floorplane, &WallC);
|
|
}
|
|
|
|
// Portal
|
|
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0])
|
|
{
|
|
solid = true;
|
|
}
|
|
// Closed door.
|
|
else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
|
|
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
|
|
{
|
|
solid = true;
|
|
}
|
|
else if (
|
|
// properly render skies (consider door "open" if both ceilings are sky):
|
|
(backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
|
|
|
// if door is closed because back is shut:
|
|
&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
|
|
|
|
// preserve a kind of transparent door/lift special effect:
|
|
&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid())
|
|
&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || 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
|
|
doorclosed = true;
|
|
solid = true;
|
|
}
|
|
else if (frontsector->ceilingplane != backsector->ceilingplane ||
|
|
frontsector->floorplane != backsector->floorplane)
|
|
{
|
|
// Window.
|
|
solid = false;
|
|
}
|
|
else if (R_SkyboxCompare(frontsector, backsector))
|
|
{
|
|
solid = false;
|
|
}
|
|
else if (backsector->lightlevel != frontsector->lightlevel
|
|
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|
|
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
|
|
|| curline->sidedef->GetTexture(side_t::mid).isValid()
|
|
|
|
// killough 3/7/98: Take flats offsets into account:
|
|
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|
|
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|
|
|
|
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|
|
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|
|
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
|
|
|| backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling)
|
|
|
|
// [RH] Also consider colormaps
|
|
|| backsector->ColorMap != frontsector->ColorMap
|
|
|
|
|
|
|
|
// kg3D - and fake lights
|
|
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|
|
|| (backsector->e && backsector->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 && !(InSubsector->flags & SSECF_DRAWN))
|
|
{
|
|
if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2))
|
|
{
|
|
InSubsector->flags |= SSECF_DRAWN;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
rw_prepped = false;
|
|
|
|
if (line->linedef->special == Line_Horizon)
|
|
{
|
|
// Be aware: Line_Horizon does not work properly with sloped planes
|
|
fillshort (walltop+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
|
|
fillshort (wallbottom+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
|
|
}
|
|
else
|
|
{
|
|
rw_ceilstat = R_CreateWallSegmentYSloped (walltop, frontsector->ceilingplane, &WallC);
|
|
rw_floorstat = R_CreateWallSegmentYSloped (wallbottom, frontsector->floorplane, &WallC);
|
|
|
|
// [RH] treat off-screen walls as solid
|
|
#if 0 // Maybe later...
|
|
if (!solid)
|
|
{
|
|
if (rw_ceilstat == 12 && line->sidedef->GetTexture(side_t::top) != 0)
|
|
{
|
|
rw_mustmarkceiling = true;
|
|
solid = true;
|
|
}
|
|
if (rw_floorstat == 3 && line->sidedef->GetTexture(side_t::bottom) != 0)
|
|
{
|
|
rw_mustmarkfloor = true;
|
|
solid = true;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (R_ClipWallSegment (WallC.sx1, WallC.sx2, solid))
|
|
{
|
|
InSubsector->flags |= SSECF_DRAWN;
|
|
}
|
|
}
|
|
|
|
//
|
|
// FWallCoords :: Init
|
|
//
|
|
// Transform and clip coordinates. Returns true if it was clipped away
|
|
//
|
|
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
|
|
{
|
|
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
|
|
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
|
|
|
|
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
|
|
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
float t = -tleft.X;
|
|
tleft.X = -tright.X;
|
|
tright.X = t;
|
|
swapvalues(tleft.Y, tright.Y);
|
|
}
|
|
|
|
if (tleft.X >= -tleft.Y)
|
|
{
|
|
if (tleft.X > tleft.Y) return true; // left edge is off the right side
|
|
if (tleft.Y == 0) return true;
|
|
sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y);
|
|
sz1 = tleft.Y;
|
|
}
|
|
else
|
|
{
|
|
if (tright.X < -tright.Y) return true; // wall is off the left side
|
|
float den = tleft.X - tright.X - tright.Y + tleft.Y;
|
|
if (den == 0) return true;
|
|
sx1 = 0;
|
|
sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den;
|
|
}
|
|
|
|
if (sz1 < too_close)
|
|
return true;
|
|
|
|
if (tright.X <= tright.Y)
|
|
{
|
|
if (tright.X < -tright.Y) return true; // right edge is off the left side
|
|
if (tright.Y == 0) return true;
|
|
sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y);
|
|
sz2 = tright.Y;
|
|
}
|
|
else
|
|
{
|
|
if (tleft.X > tleft.Y) return true; // wall is off the right side
|
|
float den = tright.Y - tleft.Y - tright.X + tleft.X;
|
|
if (den == 0) return true;
|
|
sx2 = viewwidth;
|
|
sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den;
|
|
}
|
|
|
|
if (sz2 < too_close || sx2 <= sx1)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc)
|
|
{
|
|
const FVector2 *left = &wallc->tleft;
|
|
const FVector2 *right = &wallc->tright;
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
swapvalues(left, right);
|
|
}
|
|
UoverZorg = left->X * centerx;
|
|
UoverZstep = -left->Y;
|
|
InvZorg = (left->X - right->X) * centerx;
|
|
InvZstep = right->Y - left->Y;
|
|
}
|
|
|
|
void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right)
|
|
{ // Coordinates should have already had viewx,viewy subtracted
|
|
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
|
|
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
|
|
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
|
|
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
fullx1 = -fullx1;
|
|
fullx2 = -fullx2;
|
|
}
|
|
|
|
UoverZorg = float(fullx1 * centerx);
|
|
UoverZstep = float(-fully1);
|
|
InvZorg = float((fullx1 - fullx2) * centerx);
|
|
InvZstep = float(fully2 - fully1);
|
|
}
|
|
|
|
//
|
|
// R_CheckBBox
|
|
// Checks BSP node/subtree bounding box.
|
|
// Returns true if some part of the bbox might be visible.
|
|
//
|
|
extern "C" const int checkcoord[12][4] =
|
|
{
|
|
{3,0,2,1},
|
|
{3,0,2,0},
|
|
{3,1,2,0},
|
|
{0},
|
|
{2,0,2,1},
|
|
{0,0,0,0},
|
|
{3,1,3,0},
|
|
{0},
|
|
{2,0,3,1},
|
|
{2,1,3,1},
|
|
{2,1,3,0}
|
|
};
|
|
|
|
|
|
static bool R_CheckBBox (float *bspcoord) // killough 1/28/98: static
|
|
{
|
|
int boxx;
|
|
int boxy;
|
|
int boxpos;
|
|
|
|
double x1, y1, x2, y2;
|
|
double rx1, ry1, rx2, ry2;
|
|
int sx1, sx2;
|
|
|
|
cliprange_t* start;
|
|
|
|
// Find the corners of the box
|
|
// that define the edges from current viewpoint.
|
|
if (ViewPos.X <= bspcoord[BOXLEFT])
|
|
boxx = 0;
|
|
else if (ViewPos.X < bspcoord[BOXRIGHT])
|
|
boxx = 1;
|
|
else
|
|
boxx = 2;
|
|
|
|
if (ViewPos.Y >= bspcoord[BOXTOP])
|
|
boxy = 0;
|
|
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
|
|
boxy = 1;
|
|
else
|
|
boxy = 2;
|
|
|
|
boxpos = (boxy<<2)+boxx;
|
|
if (boxpos == 5)
|
|
return true;
|
|
|
|
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
|
|
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
|
|
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
|
|
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
|
|
|
|
// check clip list for an open space
|
|
|
|
// Sitting on a line?
|
|
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
|
|
return true;
|
|
|
|
rx1 = x1 * ViewSin - y1 * ViewCos;
|
|
rx2 = x2 * ViewSin - y2 * ViewCos;
|
|
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
|
|
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
double t = -rx1;
|
|
rx1 = -rx2;
|
|
rx2 = t;
|
|
swapvalues(ry1, ry2);
|
|
}
|
|
|
|
if (rx1 >= -ry1)
|
|
{
|
|
if (rx1 > ry1) return false; // left edge is off the right side
|
|
if (ry1 == 0) return false;
|
|
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
|
|
}
|
|
else
|
|
{
|
|
if (rx2 < -ry2) return false; // wall is off the left side
|
|
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
|
|
sx1 = 0;
|
|
}
|
|
|
|
if (rx2 <= ry2)
|
|
{
|
|
if (rx2 < -ry2) return false; // right edge is off the left side
|
|
if (ry2 == 0) return false;
|
|
sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
|
|
}
|
|
else
|
|
{
|
|
if (rx1 > ry1) return false; // wall is off the right side
|
|
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
|
|
sx2 = viewwidth;
|
|
}
|
|
|
|
// Find the first clippost that touches the source post
|
|
// (adjacent pixels are touching).
|
|
|
|
// Does not cross a pixel.
|
|
if (sx2 <= sx1)
|
|
return false;
|
|
|
|
start = solidsegs;
|
|
while (start->last < sx2)
|
|
start++;
|
|
|
|
if (sx1 >= start->first && sx2 <= start->last)
|
|
{
|
|
// The clippost contains the new span.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void R_Subsector (subsector_t *sub);
|
|
static void R_AddPolyobjs(subsector_t *sub)
|
|
{
|
|
if (sub->BSP == NULL || sub->BSP->bDirty)
|
|
{
|
|
sub->BuildPolyBSP();
|
|
}
|
|
if (sub->BSP->Nodes.Size() == 0)
|
|
{
|
|
R_Subsector(&sub->BSP->Subsectors[0]);
|
|
}
|
|
else
|
|
{
|
|
R_RenderBSPNode(&sub->BSP->Nodes.Last());
|
|
}
|
|
}
|
|
|
|
// kg3D - add fake segs, never rendered
|
|
void R_FakeDrawLoop(subsector_t *sub)
|
|
{
|
|
int count;
|
|
seg_t* line;
|
|
|
|
count = sub->numlines;
|
|
line = sub->firstline;
|
|
|
|
while (count--)
|
|
{
|
|
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
R_AddLine (line);
|
|
}
|
|
line++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_Subsector
|
|
// Determine floor/ceiling planes.
|
|
// Add sprites of things in sector.
|
|
// Draw one or more line segments.
|
|
//
|
|
void R_Subsector (subsector_t *sub)
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{
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int count;
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seg_t* line;
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sector_t tempsec; // killough 3/7/98: deep water hack
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int floorlightlevel; // killough 3/16/98: set floor lightlevel
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int ceilinglightlevel; // killough 4/11/98
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bool outersubsector;
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int fll, cll, position;
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FSectorPortal *portal;
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// kg3D - fake floor stuff
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visplane_t *backupfp;
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visplane_t *backupcp;
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//secplane_t templane;
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lightlist_t *light;
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if (InSubsector != NULL)
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{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
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outersubsector = false;
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}
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else
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{
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outersubsector = true;
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InSubsector = sub;
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}
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#ifdef RANGECHECK
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if (outersubsector && sub - subsectors >= (ptrdiff_t)numsubsectors)
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I_Error ("R_Subsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
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#endif
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assert(sub->sector != NULL);
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if (sub->polys)
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{ // Render the polyobjs in the subsector first
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R_AddPolyobjs(sub);
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if (outersubsector)
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{
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InSubsector = NULL;
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}
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return;
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}
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frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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count = sub->numlines;
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line = sub->firstline;
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// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
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frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
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&ceilinglightlevel, false); // killough 4/11/98
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fll = floorlightlevel;
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cll = ceilinglightlevel;
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// [RH] set foggy flag
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foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
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r_actualextralight = foggy ? 0 : extralight << 4;
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// kg3D - fake lights
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if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
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basecolormap = light->extra_colormap;
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// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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{
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ceilinglightlevel = *light->p_lightlevel;
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}
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
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portal != NULL ||
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(frontsector->heightsec &&
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!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
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R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + r_actualextralight, // killough 4/11/98
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frontsector->GetAlpha(sector_t::ceiling),
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!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
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frontsector->planes[sector_t::ceiling].xform,
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frontsector->sky,
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portal
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) : NULL;
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if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
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basecolormap = light->extra_colormap;
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// If this is the real floor, don't discard plane lighting R_FakeFlat()
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// accounted for.
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if (light->p_lightlevel != &frontsector->lightlevel)
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{
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floorlightlevel = *light->p_lightlevel;
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}
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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// killough 3/16/98: add floorlightlevel
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// killough 10/98: add support for skies transferred from sidedefs
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portal = frontsector->ValidatePortal(sector_t::floor);
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floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
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frontsector->GetTexture(sector_t::floor) == skyflatnum ||
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portal != NULL ||
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(frontsector->heightsec &&
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!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
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R_FindPlane(frontsector->floorplane,
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + r_actualextralight, // killough 3/16/98
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frontsector->GetAlpha(sector_t::floor),
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!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
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frontsector->planes[sector_t::floor].xform,
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frontsector->sky,
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portal
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) : NULL;
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// kg3D - fake planes rendering
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if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size())
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{
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backupfp = floorplane;
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backupcp = ceilingplane;
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// first check all floors
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for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
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{
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fakeFloor = frontsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->bottom.plane->isSlope()) continue;
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if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
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{
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R_3D_AddHeight(fakeFloor->top.plane, frontsector);
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}
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (fakeFloor->alpha == 0) continue;
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if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
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fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (fakeFloor->validcount != validcount)
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{
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < ViewPos.Z &&
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fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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{
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fake3D = FAKE3D_FAKEFLOOR;
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tempsec = *fakeFloor->model;
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tempsec.floorplane = *fakeFloor->top.plane;
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tempsec.ceilingplane = *fakeFloor->bottom.plane;
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if (!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR))
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{
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tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
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position = sector_t::ceiling;
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} else position = sector_t::floor;
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frontsector = &tempsec;
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if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
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basecolormap = light->extra_colormap;
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floorlightlevel = *light->p_lightlevel;
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}
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ceilingplane = NULL;
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floorplane = R_FindPlane(frontsector->floorplane,
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + r_actualextralight, // killough 3/16/98
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frontsector->GetAlpha(sector_t::floor),
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!!(fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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NULL);
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R_FakeDrawLoop(sub);
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fake3D = 0;
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frontsector = sub->sector;
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}
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}
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// and now ceilings
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for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++)
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{
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fakeFloor = frontsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!fakeFloor->model) continue;
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if (fakeFloor->top.plane->isSlope()) continue;
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if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
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{
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R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
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}
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (fakeFloor->alpha == 0) continue;
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if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE|FF_INVERTSECTOR)) == (FF_SWIMMABLE|FF_INVERTSECTOR)) continue;
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fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (fakeFloor->validcount != validcount)
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{
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > ViewPos.Z &&
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fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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{
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fake3D = FAKE3D_FAKECEILING;
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tempsec = *fakeFloor->model;
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tempsec.floorplane = *fakeFloor->top.plane;
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tempsec.ceilingplane = *fakeFloor->bottom.plane;
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if ((!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR)) ||
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(fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR))
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{
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tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
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position = sector_t::floor;
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} else position = sector_t::ceiling;
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frontsector = &tempsec;
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tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
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if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
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basecolormap = light->extra_colormap;
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ceilinglightlevel = *light->p_lightlevel;
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}
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tempsec.ceilingplane.ChangeHeight(1 / 65536.);
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floorplane = NULL;
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ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + r_actualextralight, // killough 4/11/98
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frontsector->GetAlpha(sector_t::ceiling),
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!!(fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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NULL);
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R_FakeDrawLoop(sub);
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fake3D = 0;
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frontsector = sub->sector;
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}
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}
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fakeFloor = NULL;
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floorplane = backupfp;
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ceilingplane = backupcp;
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}
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basecolormap = frontsector->ColorMap;
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floorlightlevel = fll;
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ceilinglightlevel = cll;
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// killough 9/18/98: Fix underwater slowdown, by passing real sector
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// instead of fake one. Improve sprite lighting by basing sprite
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// lightlevels on floor & ceiling lightlevels in the surrounding area.
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// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
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// it, otherwise they are lit by the floor.
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R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ?
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ceilinglightlevel : floorlightlevel, FakeSide);
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// [RH] Add particles
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if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
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{ // Only do it for the main BSP.
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int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
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for (WORD i = ParticlesInSubsec[(unsigned int)(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide);
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}
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}
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count = sub->numlines;
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line = sub->firstline;
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while (count--)
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{
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if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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// kg3D - fake planes bounding calculation
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if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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backupfp = floorplane;
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backupcp = ceilingplane;
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floorplane = NULL;
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ceilingplane = NULL;
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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fakeFloor = line->backsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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fake3D = FAKE3D_FAKEBACK;
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tempsec = *fakeFloor->model;
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tempsec.floorplane = *fakeFloor->top.plane;
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tempsec.ceilingplane = *fakeFloor->bottom.plane;
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backsector = &tempsec;
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if (fakeFloor->validcount != validcount)
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{
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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R_AddLine(line); // fake
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}
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fakeFloor = NULL;
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fake3D = 0;
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floorplane = backupfp;
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ceilingplane = backupcp;
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}
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R_AddLine (line); // now real
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}
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line++;
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}
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if (outersubsector)
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{
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InSubsector = NULL;
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}
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}
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//
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// RenderBSPNode
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// Renders all subsectors below a given node, traversing subtree recursively.
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// Just call with BSP root and -1.
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// killough 5/2/98: reformatted, removed tail recursion
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void R_RenderBSPNode (void *node)
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{
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if (numnodes == 0)
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{
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R_Subsector (subsectors);
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return;
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}
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = R_PointOnSide (ViewPos, bsp);
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// Recursively divide front space (toward the viewer).
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R_RenderBSPNode (bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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if (!R_CheckBBox (bsp->bbox[side]))
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return;
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node = bsp->children[side];
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}
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R_Subsector ((subsector_t *)((BYTE *)node - 1));
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}
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}
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