mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-19 17:01:33 +00:00
dadee080e4
- fixed: set color for "shaded" modes - though it's still not yet properly implemented.
389 lines
12 KiB
C++
389 lines
12 KiB
C++
/*
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** Handling drawing a wall
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_wall.h"
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#include "r_poly_decal.h"
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#include "r_poly.h"
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#include "r_sky.h" // for skyflatnum
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bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, std::vector<PolyTranslucentObject> &translucentWallsOutput)
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{
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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RenderPolyWall wall;
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wall.Line = line;
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wall.Colormap = frontsector->ColorMap;
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wall.Masked = false;
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wall.SubsectorDepth = subsectorDepth;
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if (line->backsector == nullptr)
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{
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if (line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
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wall.TopZ = frontceilz1;
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wall.BottomZ = frontfloorz1;
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wall.UnpeggedCeil = frontceilz1;
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wall.Texpart = side_t::mid;
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wall.Render(worldToClip);
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return true;
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}
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}
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else
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double bottomfloorz1 = frontfloorz1;
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double bottomfloorz2 = frontfloorz2;
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
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wall.TopZ = topceilz1;
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wall.BottomZ = topfloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::top;
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wall.Render(worldToClip);
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}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
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wall.TopZ = bottomceilz1;
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wall.BottomZ = bottomfloorz2;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::bottom;
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wall.Render(worldToClip);
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}
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if (line->sidedef)
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{
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FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
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if (midtex && midtex->UseType != FTexture::TEX_Null)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
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wall.TopZ = middleceilz1;
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wall.BottomZ = middlefloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::mid;
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wall.Masked = true;
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translucentWallsOutput.push_back({ wall });
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}
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}
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}
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return false;
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}
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void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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void RenderPolyWall::Render(const TriMatrix &worldToClip)
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{
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FTexture *tex = GetTexture();
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if (!tex)
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return;
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PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
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TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
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if (!vertices)
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return;
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vertices[0].x = (float)v1.X;
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vertices[0].y = (float)v1.Y;
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vertices[0].z = (float)ceil1;
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vertices[0].w = 1.0f;
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vertices[0].varying[0] = (float)texcoords.u1;
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vertices[0].varying[1] = (float)texcoords.v1;
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vertices[1].x = (float)v2.X;
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vertices[1].y = (float)v2.Y;
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vertices[1].z = (float)ceil2;
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vertices[1].w = 1.0f;
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vertices[1].varying[0] = (float)texcoords.u2;
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vertices[1].varying[1] = (float)texcoords.v1;
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vertices[2].x = (float)v2.X;
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vertices[2].y = (float)v2.Y;
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vertices[2].z = (float)floor2;
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vertices[2].w = 1.0f;
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vertices[2].varying[0] = (float)texcoords.u2;
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vertices[2].varying[1] = (float)texcoords.v2;
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vertices[3].x = (float)v1.X;
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vertices[3].y = (float)v1.Y;
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vertices[3].z = (float)floor1;
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vertices[3].w = 1.0f;
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vertices[3].varying[0] = (float)texcoords.u1;
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vertices[3].varying[1] = (float)texcoords.v2;
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// Masked walls clamp to the 0-1 range (no texture repeat)
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if (Masked)
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{
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ClampHeight(vertices[0], vertices[3]);
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ClampHeight(vertices[1], vertices[2]);
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}
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TriUniforms uniforms;
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uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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uniforms.flags = 0;
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uniforms.subsectorDepth = SubsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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args.SetColormap(Line->frontsector->ColorMap);
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if (!Masked)
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{
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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else
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{
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args.uniforms.destalpha = (Line->linedef->flags & ML_ADDTRANS) ? 256 : (uint32_t)(256 - Line->linedef->alpha * 256);
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args.uniforms.srcalpha = (uint32_t)(Line->linedef->alpha * 256);
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if (args.uniforms.destalpha == 0 && args.uniforms.srcalpha == 256)
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::AlphaBlend);
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else
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
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}
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RenderPolyDecal::RenderWallDecals(worldToClip, Line, SubsectorDepth);
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}
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void RenderPolyWall::ClampHeight(TriVertex &v1, TriVertex &v2)
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{
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float top = v1.z;
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float bottom = v2.z;
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float texv1 = v1.varying[1];
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float texv2 = v2.varying[1];
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float delta = (texv2 - texv1);
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float t1 = texv1 < 0.0f ? -texv1 / delta : 0.0f;
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float t2 = texv2 > 1.0f ? (1.0f - texv1) / delta : 1.0f;
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float inv_t1 = 1.0f - t1;
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float inv_t2 = 1.0f - t2;
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v1.z = top * inv_t1 + bottom * t1;
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v1.varying[1] = texv1 * inv_t1 + texv2 * t1;
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v2.z = top * inv_t2 + bottom * t2;
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v2.varying[1] = texv1 * inv_t2 + texv2 * t2;
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}
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FTexture *RenderPolyWall::GetTexture()
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{
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FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
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if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
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{
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// Mapping error. Doom floodfills this with a plane.
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// This code doesn't do that, but at least it uses the "right" texture..
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if (Line->linedef && Line->backsector && Line->linedef->sidedef[0] == Line->sidedef)
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{
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if (Texpart == side_t::top)
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tex = TexMan(Line->linedef->backsector->GetTexture(sector_t::ceiling), true);
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else if (Texpart == side_t::bottom)
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tex = TexMan(Line->linedef->backsector->GetTexture(sector_t::floor), true);
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}
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if (Line->linedef && Line->backsector && Line->linedef->sidedef[1] == Line->sidedef)
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{
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if (Texpart == side_t::top)
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tex = TexMan(Line->linedef->frontsector->GetTexture(sector_t::ceiling), true);
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else if (Texpart == side_t::bottom)
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tex = TexMan(Line->linedef->frontsector->GetTexture(sector_t::floor), true);
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}
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if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
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return nullptr;
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}
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return tex;
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}
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int RenderPolyWall::GetLightLevel()
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{
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if (fixedlightlev >= 0 || fixedcolormap)
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{
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return 255;
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}
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else
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{
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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return clamp(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight, 0, 255);
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
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{
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CalcU(tex, line, texpart);
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CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
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}
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void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
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{
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double lineLength = line->sidedef->TexelLength;
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double lineStart = 0.0;
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bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
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if (!entireSegment)
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{
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lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
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lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
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}
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int texWidth = tex->GetWidth();
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double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
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u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
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u2 = u1 + lineLength;
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u1 *= uscale;
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u2 *= uscale;
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u1 /= texWidth;
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u2 /= texWidth;
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}
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void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
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{
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double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
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double yoffset = line->sidedef->GetTextureYOffset(texpart);
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if (tex->bWorldPanning)
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yoffset *= vscale;
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switch (texpart)
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{
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default:
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case side_t::mid:
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CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
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break;
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case side_t::top:
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CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
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break;
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case side_t::bottom:
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CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
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break;
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}
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int texHeight = tex->GetHeight();
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v1 /= texHeight;
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v2 /= texHeight;
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}
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void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
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{
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bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
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if (pegged) // bottom to top
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{
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int texHeight = tex->GetHeight();
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v1 = -yoffset;
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v2 = v1 + (topz - bottomz);
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v1 *= vscale;
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v2 *= vscale;
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v1 = texHeight - v1;
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v2 = texHeight - v2;
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std::swap(v1, v2);
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}
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else // top to bottom
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{
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v1 = yoffset;
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v2 = v1 + (topz - bottomz);
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v1 *= vscale;
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v2 *= vscale;
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}
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}
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void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
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{
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bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
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if (pegged) // top to bottom
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{
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v1 = yoffset * vscale;
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v2 = (yoffset + (topz - bottomz)) * vscale;
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}
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else // bottom to top
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{
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int texHeight = tex->GetHeight();
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v1 = texHeight - (-yoffset + (topz - bottomz)) * vscale;
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v2 = texHeight + yoffset * vscale;
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}
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}
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void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
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{
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bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
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if (pegged) // top to bottom
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{
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v1 = yoffset;
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v2 = v1 + (topz - bottomz);
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v1 *= vscale;
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v2 *= vscale;
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}
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else
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{
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v1 = yoffset + (unpeggedceil - topz);
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v2 = v1 + (topz - bottomz);
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v1 *= vscale;
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v2 *= vscale;
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}
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}
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