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https://github.com/ZDoom/qzdoom.git
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0d39257eaf
* Added new cvar, r_3dfloors for testing, so for example, you can see the FPS difference. * ds_p->bkup is not always allocated. * Fixed particles visible through 3D floors. * Fixed FAKE3D flag names. SVN r3178 (trunk)
163 lines
3.3 KiB
C++
163 lines
3.3 KiB
C++
/*
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** r_3dfloors.cpp
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** software 3D floors addon
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**
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** by kgsws
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*/
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#include "templates.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "r_local.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "c_cvars.h"
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#include "r_3dfloors.h"
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// external variables
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int fake3D;
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F3DFloor *fakeFloor;
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fixed_t fakeHeight;
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fixed_t fakeAlpha;
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int fakeActive = 0;
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fixed_t sclipBottom;
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fixed_t sclipTop;
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HeightLevel *height_top = NULL;
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HeightLevel *height_cur = NULL;
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int CurrentMirror = 0;
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int CurrentSkybox = 0;
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CVAR(Int, r_3dfloors, true, 0);
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// private variables
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int height_max = -1;
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TArray<HeightStack> toplist;
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ClipStack *clip_top = NULL;
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ClipStack *clip_cur = NULL;
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void R_3D_DeleteHeights()
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{
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height_cur = height_top;
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while(height_cur) {
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height_top = height_cur;
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height_cur = height_cur->next;
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M_Free(height_top);
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}
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height_max = -1;
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height_top = height_cur = NULL;
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}
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void R_3D_AddHeight(secplane_t *add, sector_t *sec)
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{
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HeightLevel *near;
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HeightLevel *curr;
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fixed_t height;
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height = add->ZatPoint(viewx, viewy);
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if(height >= sec->CenterCeiling()) return;
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if(height <= sec->CenterFloor()) return;
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fakeActive = 1;
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if(height_max >= 0) {
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near = height_top;
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while(near && near->height < height) near = near->next;
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if(near) {
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if(near->height == height) return;
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curr = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
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curr->height = height;
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curr->prev = near->prev;
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curr->next = near;
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if(near->prev) near->prev->next = curr;
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else height_top = curr;
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near->prev = curr;
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} else {
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curr = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
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curr->height = height;
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curr->prev = height_cur;
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curr->next = NULL;
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height_cur->next = curr;
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height_cur = curr;
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}
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} else {
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height_top = height_cur = (HeightLevel*)M_Malloc(sizeof(HeightLevel));
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height_top->height = height;
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height_top->prev = NULL;
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height_top->next = NULL;
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}
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height_max++;
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}
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void R_3D_NewClip()
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{
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ClipStack *curr;
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// extern short floorclip[MAXWIDTH];
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// extern short ceilingclip[MAXWIDTH];
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curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
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curr->next = 0;
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memcpy(curr->floorclip, floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, ceilingclip, sizeof(short) * MAXWIDTH);
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curr->ffloor = fakeFloor;
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assert(fakeFloor->floorclip == NULL);
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assert(fakeFloor->ceilingclip == NULL);
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fakeFloor->floorclip = curr->floorclip;
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fakeFloor->ceilingclip = curr->ceilingclip;
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if(clip_top) {
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clip_cur->next = curr;
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clip_cur = curr;
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} else {
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clip_top = clip_cur = curr;
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}
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}
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void R_3D_ResetClip()
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{
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clip_cur = clip_top;
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while(clip_cur)
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{
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assert(clip_cur->ffloor->floorclip != NULL);
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assert(clip_cur->ffloor->ceilingclip != NULL);
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clip_cur->ffloor->ceilingclip = clip_cur->ffloor->floorclip = NULL;
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clip_top = clip_cur;
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clip_cur = clip_cur->next;
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M_Free(clip_top);
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}
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clip_cur = clip_top = NULL;
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}
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void R_3D_EnterSkybox()
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{
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HeightStack current;
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current.height_top = height_top;
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current.height_cur = height_cur;
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current.height_max = height_max;
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toplist.Push(current);
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height_top = NULL;
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height_cur = NULL;
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height_max = -1;
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CurrentSkybox++;
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}
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void R_3D_LeaveSkybox()
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{
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HeightStack current;
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current.height_top = NULL;
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current.height_cur = NULL;
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current.height_max = -1;
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toplist.Pop(current);
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height_top = current.height_top;
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height_cur = current.height_cur;
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height_max = current.height_max;
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CurrentSkybox--;
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}
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