mirror of
https://github.com/ZDoom/qzdoom.git
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211 lines
5.3 KiB
C++
211 lines
5.3 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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**---------------------------------------------------------------------------
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** Copyright 2010 kgsws
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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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_opaque_pass.h"
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#include "c_cvars.h"
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#include "r_3dfloors.h"
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#include "r_utility.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/r_memory.h"
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CVAR(Int, r_3dfloors, true, 0);
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namespace swrenderer
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{
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Clip3DFloors::Clip3DFloors(RenderThread *thread)
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{
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Thread = thread;
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}
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void Clip3DFloors::SetFakeFloor(F3DFloor *newFakeFloor)
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{
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auto &clip = FakeFloors[newFakeFloor];
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if (clip == nullptr)
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{
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clip = Thread->FrameMemory->NewObject<FakeFloorClip>(newFakeFloor);
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}
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fakeFloor = clip;
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}
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void Clip3DFloors::Cleanup()
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{
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FakeFloors.clear();
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fakeActive = false;
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fake3D = 0;
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while (CurrentSkybox)
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{
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DeleteHeights();
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LeaveSkybox();
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}
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ResetClip();
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DeleteHeights();
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}
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void Clip3DFloors::DeleteHeights()
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{
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height_cur = height_top;
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while (height_cur)
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{
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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 = nullptr;
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}
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void Clip3DFloors::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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double height = add->ZatPoint(Thread->Viewport->viewpoint.Pos);
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if (height >= sec->CenterCeiling()) return;
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if (height <= sec->CenterFloor()) return;
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fakeActive = true;
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if (height_max >= 0)
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{
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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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{
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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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}
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else
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{
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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 = nullptr;
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height_cur->next = curr;
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height_cur = curr;
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}
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}
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else
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{
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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 = nullptr;
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height_top->next = nullptr;
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}
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height_max++;
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}
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void Clip3DFloors::NewClip()
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{
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ClipStack *curr;
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curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
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curr->next = 0;
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memcpy(curr->floorclip, Thread->OpaquePass->floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, Thread->OpaquePass->ceilingclip, sizeof(short) * MAXWIDTH);
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curr->ffloor = fakeFloor;
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assert(fakeFloor->floorclip == nullptr);
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assert(fakeFloor->ceilingclip == nullptr);
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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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{
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clip_cur->next = curr;
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clip_cur = curr;
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}
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else
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{
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clip_top = clip_cur = curr;
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}
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}
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void Clip3DFloors::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 != nullptr);
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assert(clip_cur->ffloor->ceilingclip != nullptr);
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clip_cur->ffloor->ceilingclip = clip_cur->ffloor->floorclip = nullptr;
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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 = nullptr;
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}
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void Clip3DFloors::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 = nullptr;
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height_cur = nullptr;
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height_max = -1;
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CurrentSkybox++;
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}
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void Clip3DFloors::LeaveSkybox()
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{
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HeightStack current;
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current.height_top = nullptr;
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current.height_cur = nullptr;
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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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}
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