qzdoom/src/swrenderer/line/r_renderdrawsegment.cpp

977 lines
32 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "g_levellocals.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "d_net.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_fogboundary.h"
#include "swrenderer/line/r_renderdrawsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/viewport/r_spritedrawer.h"
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
RenderDrawSegment::RenderDrawSegment(RenderThread *thread)
{
Thread = thread;
}
void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2, Fake3DTranslucent clip3DFloor)
{
auto viewport = Thread->Viewport.get();
curline = ds->curline;
m3DFloor = clip3DFloor;
float alpha = (float)MIN(curline->linedef->alpha, 1.);
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
WallDrawerArgs walldrawerargs;
walldrawerargs.SetStyle(true, additive, FLOAT2FIXED(alpha));
SpriteDrawerArgs columndrawerargs;
FDynamicColormap *patchstylecolormap = nullptr;
bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
if (!visible && !ds->bFogBoundary && !ds->Has3DFloorWalls())
{
return;
}
if (Thread->MainThread)
NetUpdate();
frontsector = curline->frontsector;
backsector = curline->backsector;
// killough 4/13/98: get correct lightlevel for 2s normal textures
sector_t tempsec;
const sector_t *sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
int wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
Clip3DFloors *clip3d = Thread->Clip3D.get();
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
double clipTop = m3DFloor.clipTop ? m3DFloor.sclipTop : sec->ceilingplane.ZatPoint(Thread->Viewport->viewpoint.Pos);
for (int i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (clipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy);
break;
}
}
}
// [RH] Draw fog partition
bool renderwall = true;
bool notrelevant = false;
if (ds->bFogBoundary)
{
const short *mfloorclip = ds->sprbottomclip - ds->x1;
const short *mceilingclip = ds->sprtopclip - ds->x1;
RenderFogBoundary renderfog;
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
if (ds->maskedtexturecol == nullptr)
renderwall = false;
}
else if ((ds->Has3DFloorWalls() && !ds->Has3DFloorMidTexture()) || !visible)
{
renderwall = false;
}
if (renderwall)
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade);
if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
{
RenderFakeWallRange(ds, x1, x2, wallshade);
}
if (!notrelevant)
{
ds->sprclipped = true;
fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
}
}
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade)
{
auto renderstyle = DefaultRenderStyle();
auto viewport = Thread->Viewport.get();
Clip3DFloors *clip3d = Thread->Clip3D.get();
FTexture *tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
const short *mfloorclip = ds->sprbottomclip - ds->x1;
const short *mceilingclip = ds->sprtopclip - ds->x1;
float *MaskedSWall = ds->swall - ds->x1;
float MaskedScaleY = ds->yscale;
fixed_t *maskedtexturecol = ds->maskedtexturecol - ds->x1;
double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
float rw_scalestep = ds->iscalestep;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
{
walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
}
else if (cameraLight->FixedColormap() != nullptr)
{
walldrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
columndrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
}
// find positioning
double texheight = tex->GetScaledHeightDouble();
double texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
if (texheightscale != 1)
{
texheight = texheight / texheightscale;
}
double texturemid;
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
}
else
{
texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
bool wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
if (!wrap)
{ // Texture does not wrap vertically.
double textop;
bool sprflipvert = false;
if (MaskedScaleY < 0)
{
MaskedScaleY = -MaskedScaleY;
sprflipvert = true;
}
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid += rowoffset - Thread->Viewport->viewpoint.Pos.Z;
textop = texturemid;
texturemid *= MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = texturemid + rowoffset / MaskedScaleY - Thread->Viewport->viewpoint.Pos.Z;
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
if (sprflipvert)
{
MaskedScaleY = -MaskedScaleY;
texturemid -= tex->GetHeight() << FRACBITS;
}
// [RH] Don't bother drawing segs that are completely offscreen
if (viewport->globaldclip * ds->sz1 < -textop && viewport->globaldclip * ds->sz2 < -textop)
{ // Texture top is below the bottom of the screen
return false;
}
if (viewport->globaluclip * ds->sz1 > texheight - textop && viewport->globaluclip * ds->sz2 > texheight - textop)
{ // Texture bottom is above the top of the screen
return false;
}
if (m3DFloor.clipBottom && textop < m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z)
{
return true;
}
if (m3DFloor.clipTop && textop - texheight > m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z)
{
return true;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
// Unclipped vanilla Doom range for the wall. Relies on ceiling/floor clip to clamp the wall in range.
double ceilZ = textop;
double floorZ = textop - texheight;
// The 3D Floors implementation destroys the ceiling clip when doing its height passes..
if (m3DFloor.clipTop || m3DFloor.clipBottom)
{
// Use the actual correct wall range for the midtexture.
// This doesn't work for self-referenced sectors, which is why we only do it if we have 3D floors.
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
top -= Thread->Viewport->viewpoint.Pos.Z;
bot -= Thread->Viewport->viewpoint.Pos.Z;
ceilZ = MIN(ceilZ, top);
floorZ = MAX(floorZ, bot);
}
// Clip wall by the current 3D floor render range.
if (m3DFloor.clipTop)
{
double clipZ = m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z;
ceilZ = MIN(ceilZ, clipZ);
}
if (m3DFloor.clipBottom)
{
double clipZ = m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z;
floorZ = MAX(floorZ, clipZ);
}
wallupper.Project(Thread->Viewport.get(), ceilZ, &WallC);
walllower.Project(Thread->Viewport.get(), floorZ, &WallC);
for (int i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
wallupper.ScreenY[i] = mceilingclip[i];
}
for (int i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
walllower.ScreenY[i] = mfloorclip[i];
}
if (clip3d->CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX) ||
(ib_compatflags & BCOMPATF_CLIPMIDTEX))
{
ClipMidtex(x1, x2);
}
}
mfloorclip = walllower.ScreenY;
mceilingclip = wallupper.ScreenY;
// draw the columns one at a time
if (visible)
{
Thread->PrepareTexture(tex, renderstyle);
for (int x = x1; x < x2; ++x)
{
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
columndrawerargs.SetLight(basecolormap, rw_light, wallshade);
}
fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
double sprtopscreen;
if (sprflipvert)
sprtopscreen = viewport->CenterY + texturemid * spryscale;
else
sprtopscreen = viewport->CenterY - texturemid * spryscale;
columndrawerargs.DrawMaskedColumn(Thread, x, iscale, tex, maskedtexturecol[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, renderstyle);
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
}
}
else
{ // Texture does wrap vertically.
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z + rowoffset) * MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (clip3d->CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX) ||
(ib_compatflags & BCOMPATF_CLIPMIDTEX))
{
ClipMidtex(x1, x2);
}
}
if (m3DFloor.clipTop)
{
wallupper.Project(Thread->Viewport.get(), m3DFloor.sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (int i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
wallupper.ScreenY[i] = mceilingclip[i];
}
mceilingclip = wallupper.ScreenY;
}
if (m3DFloor.clipBottom)
{
walllower.Project(Thread->Viewport.get(), m3DFloor.sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (int i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
walllower.ScreenY[i] = mfloorclip[i];
}
mfloorclip = walllower.ScreenY;
}
rw_offset = 0;
rw_pic = tex;
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
}
return false;
}
// kg3D - render one fake wall
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap, double clipTop, double clipBottom)
{
int i;
double xscale;
double yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
if (Alpha <= 0)
return;
WallDrawerArgs drawerargs;
drawerargs.SetStyle(true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
const short *mfloorclip = ds->sprbottomclip - ds->x1;
const short *mceilingclip = ds->sprtopclip - ds->x1;
//double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
float *MaskedSWall = ds->swall - ds->x1;
// find positioning
side_t *scaledside;
side_t::ETexpart scaledpart;
if (rover->flags & FF_UPPERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::top;
}
else if (rover->flags & FF_LOWERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::bottom;
}
else
{
scaledside = rover->master->sidedef[0];
scaledpart = side_t::mid;
}
xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight();
}
double texturemid = (planez - Thread->Viewport->viewpoint.Pos.Z) * yscale;
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
texturemid = texturemid + rowoffset * yscale;
rw_offset = xs_RoundToInt(rw_offset * xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
texturemid += rowoffset;
}
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != nullptr)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
WallC.tleft.X = ds->cx;
WallC.tleft.Y = ds->cy;
WallC.tright.X = ds->cx + ds->cdx;
WallC.tright.Y = ds->cy + ds->cdy;
WallT = ds->tmapvals;
Clip3DFloors *clip3d = Thread->Clip3D.get();
wallupper.Project(Thread->Viewport.get(), clipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
walllower.Project(Thread->Viewport.get(), clipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
wallupper.ScreenY[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
walllower.ScreenY[i] = mfloorclip[i];
}
ProjectedWallTexcoords walltexcoords;
walltexcoords.ProjectPos(Thread->Viewport.get(), curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, wallshade, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
}
// kg3D - walls of fake floors
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i, j;
F3DFloor *rover, *fover = nullptr;
int passed, last;
double floorHeight;
double ceilingHeight;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == nullptr)
{
return;
}
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorHeight = backsector->CenterFloor();
ceilingHeight = backsector->CenterCeiling();
Clip3DFloors *clip3d = Thread->Clip3D.get();
double clipTop = m3DFloor.clipTop ? m3DFloor.sclipTop : ceilingHeight;
double clipBottom = m3DFloor.clipBottom ? m3DFloor.sclipBottom : floorHeight;
// maybe not visible
if (clipBottom >= frontsector->CenterCeiling()) return;
if (clipTop <= frontsector->CenterFloor()) return;
if (m3DFloor.down2Up)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) || rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->top.plane->Zat0() <= clipBottom ||
rover->bottom.plane->Zat0() >= ceilingHeight ||
rover->top.plane->Zat0() <= floorHeight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = nullptr;
if (rover->bottom.plane->Zat0() >= clipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = nullptr;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = nullptr;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= clipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= clipTop)
{ // no, last possible
fover = nullptr;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
{ // no
fover = nullptr;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = nullptr;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= clipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= clipTop)
{ // visible, last possible
fover = nullptr;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = nullptr; // visible
break;
}
if (fover && j != -1)
{
fover = nullptr;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = nullptr;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
wallshade = ds->shade;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic != DONT_DRAW)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
}
else rw_pic = nullptr;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->bottom.plane->Zat0() >= clipTop ||
rover->top.plane->Zat0() <= floorHeight ||
rover->bottom.plane->Zat0() >= ceilingHeight)
{
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = nullptr;
if (rover->top.plane->Zat0() <= clipBottom || passed)
{ // maybe wall from inside rendering?
fover = nullptr;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = nullptr;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= clipTop) continue; // no
if (fover->top.plane->Zat0() <= clipBottom)
{ // no, last possible
fover = nullptr;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
{ // no
fover = nullptr;
}
break;
}
// nothing
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = nullptr;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= clipTop) continue; // no
if (fover->top.plane->Zat0() <= clipBottom)
{ // visible, last possible
fover = nullptr;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = nullptr; // visible
break;
}
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == nullptr)
{
fover = nullptr;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
wallshade = ds->shade;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
}
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic != DONT_DRAW)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
}
else
{
rw_pic = nullptr;
}
break;
}
}
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void RenderDrawSegment::ClipMidtex(int x1, int x2)
{
ProjectedWallLine most;
RenderPortal *renderportal = Thread->Portal.get();
most.Project(Thread->Viewport.get(), curline->frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (wallupper.ScreenY[i] < most.ScreenY[i])
wallupper.ScreenY[i] = most.ScreenY[i];
}
most.Project(Thread->Viewport.get(), curline->frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (walllower.ScreenY[i] > most.ScreenY[i])
walllower.ScreenY[i] = most.ScreenY[i];
}
}
void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
{
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
top = MAX(frontcz1, frontcz2);
bot = MIN(frontfz1, frontfz2);
if (m3DFloor.clipTop)
{
top = MIN(top, m3DFloor.sclipTop);
}
if (m3DFloor.clipBottom)
{
bot = MAX(bot, m3DFloor.sclipBottom);
}
}
}