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714 lines
20 KiB
C++
714 lines
20 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_flat.cpp
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** Flat processing
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**
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*/
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#include "a_sharedglobal.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "p_lnspec.h"
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#include "r_data/matrix.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hw_drawstructs.h"
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#include "hw_renderstate.h"
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#ifdef _DEBUG
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CVAR(Int, gl_breaksec, -1, 0)
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#endif
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//==========================================================================
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//
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// Sets the texture matrix according to the plane's texture positioning
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// information
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//
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//==========================================================================
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bool hw_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &dest)
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{
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// only manipulate the texture matrix if needed.
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if (!secplane->Offs.isZero() ||
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secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
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secplane->Angle != 0 ||
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gltexture->TextureWidth() != 64 ||
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gltexture->TextureHeight() != 64)
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{
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float uoffs = secplane->Offs.X / gltexture->TextureWidth();
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float voffs = secplane->Offs.Y / gltexture->TextureHeight();
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float xscale1 = secplane->Scale.X;
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float yscale1 = secplane->Scale.Y;
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if (gltexture->tex->bHasCanvas)
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{
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yscale1 = 0 - yscale1;
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}
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float angle = -secplane->Angle;
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float xscale2 = 64.f / gltexture->TextureWidth();
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float yscale2 = 64.f / gltexture->TextureHeight();
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dest.loadIdentity();
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dest.scale(xscale1, yscale1, 1.0f);
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dest.translate(uoffs, voffs, 0.0f);
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dest.scale(xscale2, yscale2, 1.0f);
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dest.rotate(angle, 0.0f, 0.0f, 1.0f);
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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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//
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// special handling for skyboxes which need texture clamping.
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// This will find the bounding rectangle of the sector and just
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// draw one single polygon filling that rectangle with a clamped
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// texture.
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//
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//==========================================================================
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void GLFlat::CreateSkyboxVertices(FFlatVertex *vert)
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{
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float minx = FLT_MAX, miny = FLT_MAX;
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float maxx = -FLT_MAX, maxy = -FLT_MAX;
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for (auto ln : sector->Lines)
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{
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float x = ln->v1->fX();
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float y = ln->v1->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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x = ln->v2->fX();
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y = ln->v2->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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}
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static float uvals[] = { 0, 0, 1, 1 };
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static float vvals[] = { 1, 0, 0, 1 };
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int rot = -xs_FloorToInt(plane.Angle / 90.f);
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vert[0].Set(minx, z, miny, uvals[rot & 3], vvals[rot & 3]);
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vert[1].Set(minx, z, maxy, uvals[(rot + 1) & 3], vvals[(rot + 1) & 3]);
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vert[2].Set(maxx, z, maxy, uvals[(rot + 2) & 3], vvals[(rot + 2) & 3]);
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vert[3].Set(maxx, z, miny, uvals[(rot + 3) & 3], vvals[(rot + 3) & 3]);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !level.lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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ADynamicLight * light = node->lightsource;
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if (light->flags2&MF2_DORMANT)
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{
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node = node->nextLight;
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continue;
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}
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iter_dlightf++;
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// we must do the side check here because gl_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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draw_dlightf += lightdata.GetLight(portalgroup, p, light, false);
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
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{
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if (level.HasDynamicLights && screen->BuffersArePersistent())
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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state.SetLightIndex(dynlightindex);
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state.DrawIndexed(DT_Triangles, iboindex + section->vertexindex, section->vertexcount);
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flatvertices += section->vertexcount;
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flatprimitives++;
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}
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//==========================================================================
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//
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// Drawer for render hacks
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//
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//==========================================================================
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void GLFlat::DrawOtherPlanes(HWDrawInfo *di, FRenderState &state)
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{
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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// Draw the subsectors assigned to it due to missing textures
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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di->otherFloorPlanes.CheckKey(sector->sectornum) : di->otherCeilingPlanes.CheckKey(sector->sectornum);
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if (!pNode) return;
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auto node = *pNode;
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while (node)
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{
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state.SetLightIndex(node->lightindex);
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auto num = node->sub->numlines;
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flatvertices += num;
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flatprimitives++;
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state.Draw(DT_TriangleFan,node->vertexindex, num);
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node = node->next;
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}
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}
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//==========================================================================
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//
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// Drawer for render hacks
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//
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//==========================================================================
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void GLFlat::DrawFloodPlanes(HWDrawInfo *di, FRenderState &state)
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{
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// Flood gaps with the back side's ceiling/floor texture
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// This requires a stencil because the projected plane interferes with
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// the depth buffer
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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// Draw the subsectors assigned to it due to missing textures
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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di->floodFloorSegs.CheckKey(sector->sectornum) : di->floodCeilingSegs.CheckKey(sector->sectornum);
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if (!pNode) return;
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auto fnode = *pNode;
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state.SetLightIndex(-1);
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while (fnode)
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{
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flatvertices += 12;
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flatprimitives += 3;
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// Push bleeding floor/ceiling textures back a little in the z-buffer
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// so they don't interfere with overlapping mid textures.
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state.SetDepthBias(1, 128);
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// Create stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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state.Draw(DT_TriangleFan, fnode->vertexindex, 4);
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// Draw projected plane into stencil
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state.EnableTexture(true);
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state.SetEffect(EFF_NONE);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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state.EnableDepthTest(false);
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state.Draw(DT_TriangleFan, fnode->vertexindex + 4, 4);
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// clear stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(1, SOP_Decrement, SF_ColorMaskOff | SF_DepthMaskOff);
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state.Draw(DT_TriangleFan, fnode->vertexindex, 4);
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// restore old stencil op.
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state.EnableTexture(true);
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state.EnableDepthTest(true);
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state.SetEffect(EFF_NONE);
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state.SetDepthBias(0, 0);
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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fnode = fnode->next;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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#ifdef _DEBUG
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if (sector->sectornum == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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int rel = getExtraLight();
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state.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
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state.SetColor(lightlevel, rel, di->isFullbrightScene(), Colormap, alpha);
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state.SetFog(lightlevel, rel, di->isFullbrightScene(), &Colormap, false);
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state.SetObjectColor(FlatColor | 0xff000000);
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if (hacktype & SSRF_PLANEHACK)
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{
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DrawOtherPlanes(di, state);
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}
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else if (hacktype & SSRF_FLOODHACK)
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{
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DrawFloodPlanes(di, state);
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}
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else if (!translucent)
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{
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if (sector->special != GLSector_Skybox)
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{
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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state.SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(di, state);
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state.EnableTextureMatrix(false);
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}
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else if (!hacktype)
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{
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state.SetMaterial(gltexture, CLAMP_XY, 0, -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_TriangleFan,iboindex, 4);
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flatvertices += 4;
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flatprimitives++;
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}
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state.SetObjectColor(0xffffffff);
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}
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else
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{
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state.SetRenderStyle(renderstyle);
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if (!gltexture)
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{
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.EnableTexture(false);
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DrawSubsectors(di, state);
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state.EnableTexture(true);
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}
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else
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{
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if (!gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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state.SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(di, state);
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state.EnableTextureMatrix(false);
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}
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state.SetRenderStyle(DefaultRenderStyle());
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state.SetObjectColor(0xffffffff);
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}
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}
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//==========================================================================
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//
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// GLFlat::PutFlat
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//
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// submit to the renderer
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//
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//==========================================================================
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inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
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{
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if (di->isFullbrightScene())
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{
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Colormap.Clear();
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}
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else if (!screen->BuffersArePersistent())
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{
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if (level.HasDynamicLights && gltexture != nullptr && !(hacktype & (SSRF_PLANEHACK|SSRF_FLOODHACK)) )
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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}
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di->AddFlat(this, fog);
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}
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//==========================================================================
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//
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// This draws one flat
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// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
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//
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//==========================================================================
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void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
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{
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plane.GetFromSector(model, whichplane);
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if (whichplane != int(ceiling))
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{
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// Flip the normal if the source plane has a different orientation than what we are about to render.
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plane.plane.FlipVert();
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}
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if (!fog)
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{
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gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
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if (!gltexture) return;
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if (gltexture->tex->isFullbright())
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{
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Colormap.MakeWhite();
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lightlevel=255;
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}
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}
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else
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{
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gltexture = NULL;
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lightlevel = abs(lightlevel);
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}
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z = plane.plane.ZatPoint(0.f, 0.f);
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if (sector->special == GLSector_Skybox)
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{
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auto vert = screen->mVertexData->AllocVertices(4);
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CreateSkyboxVertices(vert.first);
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iboindex = vert.second;
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}
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// For hacks this won't go into a render list.
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PutFlat(di, fog);
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rendered_flats++;
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}
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//==========================================================================
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//
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// Sets 3D floor info. Common code for all 4 cases
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//
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//==========================================================================
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void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
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{
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F3DFloor::planeref & plane = top? rover->top : rover->bottom;
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// FF_FOG requires an inverted logic where to get the light from
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lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
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lightlevel = hw_ClampLight(*light->p_lightlevel);
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if (rover->flags & FF_FOG)
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{
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Colormap.LightColor = light->extra_colormap.FadeColor;
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FlatColor = 0xffffffff;
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}
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else
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{
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Colormap.CopyFrom3DLight(light);
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FlatColor = *plane.flatcolor;
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}
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alpha = rover->alpha/255.0f;
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renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
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iboindex = plane.vindex;
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}
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//==========================================================================
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//
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// Process a sector's flats for rendering
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// This function is only called once per sector.
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// Subsequent subsectors are just quickly added to the ss_renderflags array
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//
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//==========================================================================
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void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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{
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lightlist_t * light;
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FSectorPortal *port;
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#ifdef _DEBUG
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if (frontsector->sectornum == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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// Get the real sector for this one.
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sector = &level.sectors[frontsector->sectornum];
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extsector_t::xfloor &x = sector->e->XFloor;
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dynlightindex = -1;
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hacktype = (which & (SSRF_PLANEHACK|SSRF_FLOODHACK));
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uint8_t sink;
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uint8_t &srf = hacktype? sink : di->section_renderflags[level.sections.SectionIndex(section)];
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const auto &vp = di->Viewpoint;
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//
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//
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//
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// do floors
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//
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//
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//
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if ((which & SSRF_RENDERFLOOR) && frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z)
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{
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// process the original floor first.
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srf |= SSRF_RENDERFLOOR;
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lightlevel = hw_ClampLight(frontsector->GetFloorLight());
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Colormap = frontsector->Colormap;
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FlatColor = frontsector->SpecialColors[sector_t::floor];
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port = frontsector->ValidatePortal(sector_t::floor);
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if ((stack = (port != NULL)))
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{
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/* to be redone in a less invasive manner
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if (port->mType == PORTS_STACKEDSECTORTHING)
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{
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di->AddFloorStack(sector); // stacked sector things require visplane merging.
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}
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*/
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alpha = frontsector->GetAlpha(sector_t::floor);
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}
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else
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{
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alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
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}
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if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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iboindex = frontsector->iboindex[sector_t::floor];
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ceiling = false;
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renderflags = SSRF_RENDERFLOOR;
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if (x.ffloors.Size())
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|
{
|
|
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
|
|
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
|
|
&& (light->p_lightlevel != &frontsector->lightlevel))
|
|
{
|
|
lightlevel = hw_ClampLight(*light->p_lightlevel);
|
|
}
|
|
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
Process(di, frontsector, sector_t::floor, false);
|
|
}
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
// do ceilings
|
|
//
|
|
//
|
|
//
|
|
if ((which & SSRF_RENDERCEILING) && frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z)
|
|
{
|
|
// process the original ceiling first.
|
|
|
|
srf |= SSRF_RENDERCEILING;
|
|
|
|
lightlevel = hw_ClampLight(frontsector->GetCeilingLight());
|
|
Colormap = frontsector->Colormap;
|
|
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
|
|
port = frontsector->ValidatePortal(sector_t::ceiling);
|
|
if ((stack = (port != NULL)))
|
|
{
|
|
/* as above for floors
|
|
if (port->mType == PORTS_STACKEDSECTORTHING)
|
|
{
|
|
di->AddCeilingStack(sector);
|
|
}
|
|
*/
|
|
alpha = frontsector->GetAlpha(sector_t::ceiling);
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
|
|
}
|
|
|
|
if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
|
{
|
|
iboindex = frontsector->iboindex[sector_t::ceiling];
|
|
ceiling = true;
|
|
renderflags = SSRF_RENDERCEILING;
|
|
|
|
if (x.ffloors.Size())
|
|
{
|
|
light = P_GetPlaneLight(sector, §or->ceilingplane, true);
|
|
|
|
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
|
|
&& (light->p_lightlevel != &frontsector->lightlevel))
|
|
{
|
|
lightlevel = hw_ClampLight(*light->p_lightlevel);
|
|
}
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
Process(di, frontsector, sector_t::ceiling, false);
|
|
}
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
// do 3D floors
|
|
//
|
|
//
|
|
//
|
|
|
|
stack = false;
|
|
if ((which & SSRF_RENDER3DPLANES) && x.ffloors.Size())
|
|
{
|
|
player_t * player = players[consoleplayer].camera->player;
|
|
|
|
renderflags = SSRF_RENDER3DPLANES;
|
|
srf |= SSRF_RENDER3DPLANES;
|
|
// 3d-floors must not overlap!
|
|
double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
|
|
double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
|
|
F3DFloor * rover;
|
|
int k;
|
|
|
|
// floors are ordered now top to bottom so scanning the list for the best match
|
|
// is no longer necessary.
|
|
|
|
ceiling = true;
|
|
Colormap = frontsector->Colormap;
|
|
for (k = 0; k < (int)x.ffloors.Size(); k++)
|
|
{
|
|
rover = x.ffloors[k];
|
|
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
|
|
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
|
{
|
|
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
|
if (ff_top < lastceilingheight)
|
|
{
|
|
if (vp.Pos.Z <= rover->top.plane->ZatPoint(vp.Pos))
|
|
{
|
|
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
|
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastceilingheight = ff_top;
|
|
}
|
|
}
|
|
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
|
|
{
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if (ff_bottom < lastceilingheight)
|
|
{
|
|
if (vp.Pos.Z <= rover->bottom.plane->ZatPoint(vp.Pos))
|
|
{
|
|
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
|
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastceilingheight = ff_bottom;
|
|
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ceiling = false;
|
|
for (k = x.ffloors.Size() - 1; k >= 0; k--)
|
|
{
|
|
rover = x.ffloors[k];
|
|
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
|
|
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
|
{
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
|
|
{
|
|
if (vp.Pos.Z >= rover->bottom.plane->ZatPoint(vp.Pos))
|
|
{
|
|
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
|
|
|
if (rover->flags&FF_FIX)
|
|
{
|
|
lightlevel = hw_ClampLight(rover->model->lightlevel);
|
|
Colormap = rover->GetColormap();
|
|
}
|
|
|
|
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastfloorheight = ff_bottom;
|
|
}
|
|
}
|
|
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
|
|
{
|
|
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
|
if (ff_top > lastfloorheight)
|
|
{
|
|
if (vp.Pos.Z >= rover->top.plane->ZatPoint(vp.Pos))
|
|
{
|
|
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
|
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastfloorheight = ff_top;
|
|
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|