mirror of
https://github.com/ZDoom/qzdoom.git
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370 lines
12 KiB
C++
370 lines
12 KiB
C++
/*
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** Handling drawing a plane (ceiling, floor)
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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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 "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_plane.h"
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#include "r_poly_portal.h"
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#include "r_poly.h"
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#include "r_sky.h" // for skyflatnum
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EXTERN_CVAR(Int, r_3dfloors)
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void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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RenderPolyPlane plane;
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if (r_3dfloors)
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{
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auto frontsector = sub->sector;
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auto &ffloors = frontsector->e->XFloor.ffloors;
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// 3D floor floors
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for (int i = 0; i < (int)ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = 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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// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
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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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//fakeFloor->alpha
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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{
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plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, false, fakeFloor);
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}
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}
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// 3D floor ceilings
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for (int i = 0; i < (int)ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = 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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// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
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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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//fakeFloor->alpha
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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{
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plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, true, fakeFloor);
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}
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}
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}
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plane.Render(worldToClip, sub, subsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(worldToClip, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
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}
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void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
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{
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FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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int lightlevel = 255;
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if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
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{
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lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
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basecolormap = light->extra_colormap;
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lightlevel = *light->p_lightlevel;
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}
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0 || fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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if (ceiling)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1));
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1));
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue + 1;
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args.SetTexture(tex);
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args.SetColormap(sub->sector->ColorMap);
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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PolyDrawSectorPortal *polyportal = nullptr;
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if (portal)
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{
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for (auto &p : sectorPortals)
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{
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if (p->Portal == portal) // To do: what other criterias do we need to check for?
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{
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polyportal = p.get();
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break;
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}
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}
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if (!polyportal)
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{
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sectorPortals.push_back(std::make_unique<PolyDrawSectorPortal>(portal, ceiling));
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polyportal = sectorPortals.back().get();
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}
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}
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sector_t *fakesector = sub->sector->heightsec;
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if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC))
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fakesector = nullptr;
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bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) != SECF_FAKEFLOORONLY;
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FTextureID picnum;
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bool ccw;
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sector_t *frontsector;
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if (ceiling && fakesector && ViewPos.Z < fakesector->floorplane.Zat0())
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{
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picnum = fakesector->GetTexture(sector_t::ceiling);
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ccw = false;
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ceiling = false;
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frontsector = fakesector;
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}
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else if (!ceiling && fakesector && ViewPos.Z >= fakesector->floorplane.Zat0())
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{
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picnum = fakesector->GetTexture(sector_t::ceiling);
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ccw = true;
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frontsector = fakesector;
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}
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else if (ceiling && fakesector && ViewPos.Z > fakesector->ceilingplane.Zat0() && !fakeflooronly)
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{
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picnum = fakesector->GetTexture(sector_t::floor);
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ccw = true;
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frontsector = fakesector;
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}
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else if (!ceiling && fakesector && ViewPos.Z <= fakesector->ceilingplane.Zat0() && !fakeflooronly)
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{
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picnum = fakesector->GetTexture(sector_t::floor);
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ccw = false;
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ceiling = true;
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frontsector = fakesector;
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}
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else
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{
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picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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ccw = true;
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frontsector = sub->sector;
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}
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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bool isSky = picnum == skyflatnum;
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0 || fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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if (ceiling)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
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}
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}
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = sub->numlines;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = ccw;
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue + 1;
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args.SetColormap(frontsector->ColorMap);
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if (!isSky)
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{
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if (!portal)
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{
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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else
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{
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args.stencilwritevalue = 252;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
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}
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}
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else
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{
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if (portal)
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{
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args.stencilwritevalue = 252;
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
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}
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else
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{
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args.stencilwritevalue = 255;
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}
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
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if (!wallvert)
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return;
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seg_t *line = &sub->firstline[i];
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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if (line->backsector)
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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if (ceiling && bothSkyCeiling && closedSector)
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{
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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else if (bothSkyCeiling)
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{
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continue;
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}
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}
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if (ceiling)
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{
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wallvert[0] = PlaneVertex(line->v1, skyHeight);
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wallvert[1] = PlaneVertex(line->v2, skyHeight);
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wallvert[2] = PlaneVertex(line->v2, skyBottomz2);
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wallvert[3] = PlaneVertex(line->v1, skyBottomz1);
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}
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else
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
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wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
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wallvert[2] = PlaneVertex(line->v2, skyHeight);
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wallvert[3] = PlaneVertex(line->v1, skyHeight);
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}
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args.vinput = wallvert;
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args.vcount = 4;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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if (portal)
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
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}
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}
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}
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TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, double height)
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)height;
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v.w = 1.0f;
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v.varying[0] = v.x / 64.0f;
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v.varying[1] = 1.0f - v.y / 64.0f;
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return v;
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}
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