raze/source/core/rendering/scene/hw_walls.cpp
Christoph Oelckers 20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "texturemanager.h"
#include "hw_dynlightdata.h"
#include "hw_material.h"
#include "hw_cvars.h"
#include "hw_clock.h"
//#include "hw_lighting.h"
#include "hw_drawinfo.h"
#include "hw_portal.h"
#include "hw_lightbuffer.h"
#include "hw_renderstate.h"
#include "hw_skydome.h"
#include "hw_drawstructs.h"
#include "hw_vertexmap.h"
#include "buildtiles.h"
#include "gamefuncs.h"
#include "cmdlib.h"
#include "texinfo.h"
#include "v_video.h"
#include "flatvertices.h"
DCoreActor* wall_to_sprite_actors[8]; // gets updated each frame. Todo: Encapsulate this better without having to permanently store actors in the wall object.
//==========================================================================
//
//
//
//==========================================================================
static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
{
double maxorthdist = 3 * maptoworld; // maximum orthogonal distance to be considered an attached sprite.
double maxdistsq = maxorthdist * maxorthdist;
walltype* best = nullptr;
auto sect = tspr->sectp;
double tx = tspr->pos.X;
double ty = tspr->pos.Y;
for(auto& wal : sect->walls)
{
// Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results.
auto d = wal.delta();
auto deltaang = absangle(d.Angle(), tspr->Angles.Yaw);
const DAngle maxangdelta = DAngle360 / 1024;
// angle of the sprite must either be the wall's normal or the negative wall's normal to be aligned.
if (deltaang >= DAngle90 - maxangdelta && deltaang <= DAngle90 + maxangdelta)
{
if (!((tspr->Angles.Yaw.Buildang()) & 510))
{
// orthogonal lines do not check the actual position so that certain off-sector sprites get handled properly.
// In Wanton Destruction's airplane level there's such a sprite assigned to the wrong sector.
if (d.X == 0)
{
double newdist = fabs(tx - wal.pos.X);
if (newdist < maxorthdist)
{
maxorthdist = newdist;
best = &wal;
}
}
else if (d.Y == 0)
{
double newdist = fabs(ty - wal.pos.Y);
if (newdist < maxorthdist)
{
maxorthdist = newdist;
best = &wal;
}
}
}
else
{
double wdist = SquareDistToWall(tx, ty, &wal, &outpos);
if (wdist <= maxdistsq)
{
return &wal;
}
}
}
}
return best;
}
//==========================================================================
//
// General purpose wall rendering function
// everything goes through here
//
//==========================================================================
void HWWall::RenderWall(HWDrawInfo *di, FRenderState &state, int textured)
{
assert(vertcount > 0);
state.SetLightIndex(dynlightindex);
state.Draw(DT_TriangleFan, vertindex, vertcount);
vertexcount += vertcount;
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::RenderFogBoundary(HWDrawInfo *di, FRenderState &state)
{
if (gl_fogmode)// && !di->isFullbrightScene())
{
state.EnableDrawBufferAttachments(false);
SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
state.SetEffect(EFF_FOGBOUNDARY);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetDepthBias(-1, -128);
RenderWall(di, state, HWWall::RWF_BLANK);
state.ClearDepthBias();
state.SetEffect(EFF_NONE);
state.EnableDrawBufferAttachments(true);
}
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
{
if (!TexMan.mirrorTexture.isValid()) return;
state.SetDepthFunc(DF_LEqual);
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
state.EnableTextureMatrix(true);
// Use sphere mapping for this
state.SetEffect(EFF_SPHEREMAP);
SetLightAndFog(di, state, fade, palette, min<int>(shade, numshades), visibility, alpha);
//state.SetColor(PalEntry(25, globalr >> 1, globalg >> 1, globalb >> 1));
state.SetColor(PalEntry(25, 128, 128, 128));
state.SetRenderStyle(STYLE_Add);
state.AlphaFunc(Alpha_Greater, 0);
auto tex = TexMan.GetGameTexture(TexMan.mirrorTexture, false);
state.SetMaterial(tex, UF_None, 0, CLAMP_NONE, 0, -1); // do not upscale the mirror texture.
RenderWall(di, state, HWWall::RWF_BLANK);
state.EnableTextureMatrix(false);
state.SetEffect(EFF_NONE);
state.AlphaFunc(Alpha_GEqual, 0.5f);
state.SetDepthFunc(DF_Less);
state.SetRenderStyle(STYLE_Translucent);
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
{
SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
state.SetMaterial(texture, UF_Texture, 0, (flags & (HWF_CLAMPX | HWF_CLAMPY)), TRANSLATION(Translation_Remap + curbasepal, palette), -1);
if (Sprite == nullptr)
{
if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
{
state.SetObjectColor(fade | 0xff000000);
state.EnableTexture(false);
}
if (!(seg->cstat & CSTAT_WALL_ROTATE_90))
{
int h = (int)texture->GetDisplayHeight();
int h2 = 1 << sizeToBits(h);
if (h2 < h) h2 *= 2;
if (h != h2)
{
float xOffset = 1.f / texture->GetDisplayWidth();
state.SetNpotEmulation(float(h2) / h, xOffset);
}
}
RenderWall(di, state, rflags);
}
else if (!(rflags & RWF_TRANS))
{
auto oldbias = state.GetDepthBias();
if (walldist) state.SetDepthBias(-1, -129);
else state.ClearDepthBias();
RenderWall(di, state, rflags);
state.SetDepthBias(oldbias);
}
else
RenderWall(di, state, rflags);
state.SetNpotEmulation(0.f, 0.f);
state.SetObjectColor(0xffffffff);
state.EnableTexture(true);
/* none of these functions is in use.
state.SetObjectColor2(0);
state.SetAddColor(0);
state.SetTextureMode(tmode);
state.EnableGlow(false);
state.EnableGradient(false);
state.ApplyTextureManipulation(nullptr);
*/
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
{
if (RenderStyle.BlendOp != STYLEOP_Add)
{
state.EnableBrightmap(false);
}
state.SetRenderStyle(RenderStyle);
state.SetTextureMode(RenderStyle);
if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
state.SetRenderStyle(STYLE_Translucent);
state.EnableBrightmap(true);
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
{
rendered_lines++;
if (screen->BuffersArePersistent())
{
/*
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
{
SetupLights(di, lightdata);
}
*/
MakeVertices(di, !!(flags & HWWall::HWF_TRANSLUCENT));
}
state.SetNormal(glseg.Normal());
if (!translucent)
{
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
}
else
{
switch (type)
{
case RENDERWALL_MIRRORSURFACE:
RenderMirrorSurface(di, state);
break;
case RENDERWALL_FOGBOUNDARY:
RenderFogBoundary(di, state);
break;
default:
RenderTranslucentWall(di, state);
break;
}
}
}
//==========================================================================
//
// Collect lights for shader
//
//==========================================================================
#if 0
void HWWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
{
lightdata.Clear();
if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return; // no lights on additively blended surfaces.
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
switch (type)
{
case RENDERWALL_FOGBOUNDARY:
case RENDERWALL_MIRRORSURFACE:
case RENDERWALL_COLOR:
return;
}
float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
Plane p;
auto normal = glseg.Normal();
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
FLightNode *node;
if (seg->sidedef == NULL)
{
node = NULL;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
node = seg->sidedef->lighthead;
}
else if (sub)
{
// Polobject segs cannot be checked per sidedef so use the subsector instead.
node = sub->section->lighthead;
}
else node = NULL;
// Iterate through all dynamic lights which touch this wall and render them
while (node)
{
if (node->lightsource->IsActive())
{
iter_dlight++;
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector->PortalGroup);
float x = posrel.X;
float y = posrel.Y;
float z = posrel.Z;
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = node->lightsource->GetRadius();
float scale = 1.0f / ((2.f * radius) - dist);
FVector3 fn, pos;
if (radius > 0.f && dist < radius)
{
FVector3 nearPt, up, right;
pos = { x, z, y };
fn = p.Normal();
fn.GetRightUp(right, up);
FVector3 tmpVec = fn * dist;
nearPt = pos + tmpVec;
FVector3 t1;
int outcnt[4]={0,0,0,0};
texcoord tcs[4];
// do a quick check whether the light touches this polygon
for(int i=0;i<4;i++)
{
t1 = FVector3(&vtx[i*3]);
FVector3 nearToVert = t1 - nearPt;
tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
if (tcs[i].u<0) outcnt[0]++;
if (tcs[i].u>1) outcnt[1]++;
if (tcs[i].v<0) outcnt[2]++;
if (tcs[i].v>1) outcnt[3]++;
}
if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
{
draw_dlight += GetLight(lightdata, seg->frontsector->PortalGroup, p, node->lightsource, true);
}
}
}
node = node->nextLight;
}
dynlightindex = screen->mLights->UploadLights(lightdata);
}
#endif
//==========================================================================
//
//
//
//==========================================================================
void HWWall::PutWall(HWDrawInfo *di, bool translucent)
{
if (translucent || (texture && texture->GetTranslucency() && type == RENDERWALL_M2S))
{
flags |= HWF_TRANSLUCENT;
ViewDistance = (di->Viewpoint.Pos.XY() - DVector2((glseg.x1 + glseg.x2) * 0.5f, (glseg.y1 + glseg.y2) * 0.5f)).LengthSquared();
}
if (seg && (seg->cstat & CSTAT_WALL_ROTATE_90))
{
float f;
// rotate 90<39> clockwise. The coordinates have already been set up in rotated space, so all we need to do here is swap u and v and then negate the new v.
f = tcs[UPLFT].u; tcs[UPLFT].u = tcs[UPLFT].v; tcs[UPLFT].v = 1.f - f;
f = tcs[LOLFT].u; tcs[LOLFT].u = tcs[LOLFT].v; tcs[LOLFT].v = 1.f - f;
f = tcs[UPRGT].u; tcs[UPRGT].u = tcs[UPRGT].v; tcs[UPRGT].v = 1.f - f;
f = tcs[LORGT].u; tcs[LORGT].u = tcs[LORGT].v; tcs[LORGT].v = 1.f - f;
}
if (texture->isHardwareCanvas())
{
tcs[UPLFT].v = 1.f - tcs[UPLFT].v;
tcs[LOLFT].v = 1.f - tcs[LOLFT].v;
tcs[UPRGT].v = 1.f - tcs[UPRGT].v;
tcs[LORGT].v = 1.f - tcs[LORGT].v;
}
if (!screen->BuffersArePersistent())
{
/*
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
{
SetupLights(di, lightdata);
}
*/
MakeVertices(di, translucent);
}
di->AddWall(this);
// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
vertcount = 0;
dynlightindex = -1;
flags &= ~(HWF_TRANSLUCENT|HWF_CLAMPX|HWF_CLAMPY);
}
//==========================================================================
//
// will be done later.
//
//==========================================================================
void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
{
HWPortal * portal = nullptr;
MakeVertices(di, false);
switch (ptype)
{
#if 0
// portals don't go into the draw list.
// Instead they are added to the portal manager
case PORTALTYPE_HORIZON:
horizon = portalState.UniqueHorizons.Get(horizon);
portal = di->FindPortal(horizon);
if (!portal)
{
portal = new HWHorizonPortal(&portalState, horizon, di->Viewpoint);
di->Portals.Push(portal);
}
portal->AddLine(this);
break;
case PORTALTYPE_SKYBOX:
portal = di->FindPortal(secportal);
if (!portal)
{
// either a regular skybox or an Eternity-style horizon
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(&portalState, secportal);
else
{
portal = new HWSkyboxPortal(&portalState, secportal);
di->Portals.Push(portal);
}
}
portal->AddLine(this);
break;
#endif
case PORTALTYPE_SECTORSTACK:
portal = di->FindPortal(this->portal);
if (!portal)
{
portal = new HWSectorStackPortal(&portalState, this->portal);
di->Portals.Push(portal);
}
portal->AddLine(this);
break;
#if 0
case PORTALTYPE_PLANEMIRROR:
if (portalState.PlaneMirrorMode * planemirror->fC() <= 0)
{
planemirror = portalState.UniquePlaneMirrors.Get(planemirror);
portal = di->FindPortal(planemirror);
if (!portal)
{
portal = new HWPlaneMirrorPortal(&portalState, planemirror);
di->Portals.Push(portal);
}
portal->AddLine(this);
}
break;
#endif
case PORTALTYPE_MIRROR:
// These are unique. No need to look existing ones up.
portal = new HWMirrorPortal(&portalState, seg);
di->Portals.Push(portal);
portal->AddLine(this);
if (gl_mirror_envmap)
{
// draw a reflective layer over the mirror
di->AddMirrorSurface(this);
}
break;
case PORTALTYPE_LINETOLINE:
// These are also unique.
portal = new HWLineToLinePortal(&portalState, seg, &wall[seg->portalnum]);
di->Portals.Push(portal);
portal->AddLine(this);
break;
case PORTALTYPE_LINETOSPRITE:
// These are also unique.
assert(seg->portalnum >= 0 && seg->portalnum < 8);
portal = new HWLineToSpritePortal(&portalState, seg, wall_to_sprite_actors[seg->portalnum]);
di->Portals.Push(portal);
portal->AddLine(this);
break;
case PORTALTYPE_SKY:
sky = portalState.UniqueSkies.Get(sky);
portal = di->FindPortal(sky);
if (!portal)
{
portal = new HWSkyPortal(screen->mSkyData, &portalState, sky);
di->Portals.Push(portal);
}
portal->AddLine(this);
break;
}
vertcount = 0;
if (plane != -1 && portal)
{
portal->planesused |= (1<<plane);
}
}
//==========================================================================
//
// Build does not have horizon effects.
//
//==========================================================================
bool HWWall::DoHorizon(HWDrawInfo* di, walltype* seg, sectortype* fs, DVector2& v1, DVector2& v2)
{
#if 0
HWHorizonInfo hi;
lightlist_t * light;
// ZDoom doesn't support slopes in a horizon sector so I won't either!
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
auto vpz = di->Viewpoint.Pos.Z;
if (vpz < fs->GetPlaneTexZ(sector_t::ceiling))
{
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
zbottom[1] = zbottom[0] = vpz;
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
{
SkyPlane(di, fs, sector_t::ceiling, false);
}
else
{
horizon = &hi;
PutPortal(di, PORTALTYPE_HORIZON, -1);
}
ztop[1] = ztop[0] = zbottom[0];
}
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
{
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
if (fs->GetTexture(sector_t::floor) == skyflatnum)
{
SkyPlane(di, fs, sector_t::floor, false);
}
else
{
horizon = &hi;
PutPortal(di, PORTALTYPE_HORIZON, -1);
}
}
#endif
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool HWWall::SetWallCoordinates(walltype * seg, float topleft, float topright, float bottomleft, float bottomright)
{
//
//
// set up coordinates for the left side of the polygon
//
// check left side for intersections
if (topleft >= bottomleft)
{
// normal case
ztop[0] = topleft;
zbottom[0] = bottomleft;
}
else
{
// ceiling below floor - clip to the visible part of the wall
float dch = topright - topleft;
float dfh = bottomright - bottomleft;
float inter_x = (bottomleft - topleft) / (dch - dfh);
float inter_y = topleft + inter_x * dch;
glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
glseg.fracleft = inter_x;
zbottom[0] = ztop[0] = inter_y;
}
//
//
// set up coordinates for the right side of the polygon
//
// check left side for intersections
if (topright >= bottomright)
{
// normal case
ztop[1] = topright;
zbottom[1] = bottomright;
}
else
{
// ceiling below floor - clip to the visible part of the wall
float dch = topright - topleft;
float dfh = bottomright - bottomleft;
float inter_x = (bottomleft - topleft) / (dch - dfh);
float inter_y = topleft + inter_x * dch;
glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
glseg.fracright = inter_x;
zbottom[1] = ztop[1] = inter_y;
}
return true;
}
//==========================================================================
//
// Do some tweaks with the texture coordinates to reduce visual glitches
//
//==========================================================================
void HWWall::CheckTexturePosition()
{
float sub;
if (texture->isHardwareCanvas()) return;
// clamp texture coordinates to a reasonable range.
// Extremely large values can cause visual problems
if (tcs[UPLFT].v < tcs[LOLFT].v || tcs[UPRGT].v < tcs[LORGT].v)
{
if (tcs[UPLFT].v < tcs[UPRGT].v)
{
sub = float(xs_FloorToInt(tcs[UPLFT].v));
}
else
{
sub = float(xs_FloorToInt(tcs[UPRGT].v));
}
tcs[UPLFT].v -= sub;
tcs[UPRGT].v -= sub;
tcs[LOLFT].v -= sub;
tcs[LORGT].v -= sub;
}
else
{
if (tcs[LOLFT].v < tcs[LORGT].v)
{
sub = float(xs_FloorToInt(tcs[LOLFT].v));
}
else
{
sub = float(xs_FloorToInt(tcs[LORGT].v));
}
tcs[UPLFT].v -= sub;
tcs[UPRGT].v -= sub;
tcs[LOLFT].v -= sub;
tcs[LORGT].v -= sub;
}
if (tcs[UPLFT].u >= 0.f && tcs[UPRGT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[LORGT].u >= 0.f &&
tcs[UPLFT].u <= 1.f && tcs[UPRGT].u <= 1.f && tcs[LOLFT].u <= 1.f && tcs[LORGT].u <= 1.f)
{
flags |= HWF_CLAMPX;
}
if (tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f &&
tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f)
{
flags |= HWF_CLAMPY;
}
}
//==========================================================================
//
// Common part of wall drawers
//
//==========================================================================
void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float refheight, float topleft, float topright, float bottomleft, float bottomright)
{
auto glsave = glseg;
SetWallCoordinates(wal, topleft, topright, bottomleft, bottomright);
bool xflipped = (wal->cstat & CSTAT_WALL_XFLIP);
float leftdist = xflipped ? 1.f - glseg.fracleft : glseg.fracleft;
float rightdist = xflipped ? 1.f - glseg.fracright : glseg.fracright;
float tw = texture->GetDisplayWidth();
float th = texture->GetDisplayHeight();
if (wal->cstat & CSTAT_WALL_ROTATE_90) std::swap(tw, th);
int pow2size = 1 << sizeToBits(th);
if (pow2size < th) pow2size *= 2;
float ypanning = refwall->ypan_ ? pow2size * refwall->ypan_ / (256.0f * th) : 0;
tcs[LOLFT].u = tcs[UPLFT].u = ((leftdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
tcs[LORGT].u = tcs[UPRGT].u = ((rightdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
auto setv = [=](float hl, float hr, float frac) -> float
{
float h = hl + (hr - hl) * frac;
h = (-(float)((refheight + h) * 256) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
if (refwall->cstat & CSTAT_WALL_YFLIP) h = -h;
return h;
};
tcs[UPLFT].v = setv(topleft, topright, glseg.fracleft);
tcs[LOLFT].v = setv(bottomleft, bottomright, glseg.fracleft);
tcs[UPRGT].v = setv(topleft, topright, glseg.fracright);
tcs[LORGT].v = setv(bottomleft, bottomright, glseg.fracright);
if (th == pow2size) CheckTexturePosition(); // for NPOT textures this adjustment can break things.
bool trans = type == RENDERWALL_M2S && maskWallHasTranslucency(wal);
if (trans)
{
RenderStyle = GetRenderStyle(0, !!(wal->cstat & CSTAT_WALL_TRANS_FLIP));
alpha = GetAlphaFromBlend((wal->cstat & CSTAT_WALL_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
PutWall(di, trans);
flags = 0;
glseg = glsave;
}
//==========================================================================
//
// Handle one sided walls
//
//==========================================================================
void HWWall::DoOneSidedTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
float topleft, float topright, float bottomleft, float bottomright)
{
// get the alignment reference position.
float refheight;
if ((wal->cstat & CSTAT_WALL_1WAY) && backsector)
{
if ((!(wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->cstat & CSTAT_WALL_1WAY)) ||
((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->nextWall()->cstat & CSTAT_WALL_ALIGN_BOTTOM)))
refheight = frontsector->ceilingz;
else
refheight = backsector->floorz;
}
else
{
refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->floorz : frontsector->ceilingz;
}
type = RENDERWALL_M1S;
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::DoUpperTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
float topleft, float topright, float bottomleft, float bottomright)
{
// get the alignment reference position.
float refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->ceilingz;
type = RENDERWALL_TOP;
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
float topleft, float topright, float bottomleft, float bottomright)
{
// get the alignment reference position.
auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? wal->nextWall() : wal;
float refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
shade = refwall->shade;
palette = refwall->pal;
type = RENDERWALL_BOTTOM;
DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
sectortype* front, sectortype* back,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2)
{
float topleft,bottomleft,topright,bottomright;
float refheight;
const int swapit = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM);
if (wal->cstat & CSTAT_WALL_1WAY)
{
// 1-sided wall
refheight = swapit ? front->ceilingz : back->ceilingz;
}
else
{
// masked wall
if (swapit)
refheight = min(front->floorz, back->floorz);
else
refheight = max(front->ceilingz, back->ceilingz);
}
if ((bch1 - fch1) * (bch2 - fch2) >= 0)
{
topleft = min(bch1, fch1);
topright = min(bch2, fch2);
}
else
{
// Front ceiling slope obstructs part of the wall
topleft = bch1;
topright = bch2;
}
if ((bfh1 - ffh1) * (bfh2 - ffh2) >= 0)
{
bottomleft = max(bfh1, ffh1);
bottomright = max(bfh2, ffh2);
}
else
{
// Front floor slope obstructs part of the wall
bottomleft = bfh1;
bottomright = bfh2;
}
if (topleft<=bottomleft && topright<=bottomright) return;
type = seg->cstat & CSTAT_WALL_1WAY ? RENDERWALL_M1S : RENDERWALL_M2S;
// todo: transparency.
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
RenderStyle = STYLE_Translucent;
alpha = 1.f;
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector)
{
auto backwall = wal->twoSided()? wal->nextWall() : nullptr;
auto p2wall = wal->point2Wall();
float fch1;
float ffh1;
float fch2;
float ffh2;
FVector2 v1(wal->pos.X, -wal->pos.Y);
FVector2 v2(p2wall->pos.X, -p2wall->pos.Y);
PlanesAtPoint(frontsector, wal->pos.X, wal->pos.Y, &fch1, &ffh1);
PlanesAtPoint(frontsector, p2wall->pos.X, p2wall->pos.Y, &fch2, &ffh2);
#ifdef _DEBUG
if (wallindex(wal) == 34)
{
int a = 0;
}
#endif
this->seg = wal;
this->frontsector = frontsector;
this->backsector = backsector;
Sprite = nullptr;
vertindex = 0;
vertcount = 0;
glseg.x1 = v1.X;
glseg.y1 = v1.Y;
glseg.x2 = v2.X;
glseg.y2 = v2.Y;
glseg.fracleft = 0;
glseg.fracright = 1;
flags = 0;
dynlightindex = -1;
shade = wal->shade;
palette = wal->pal;
fade = lookups.getFade(wal->pal);
visibility = sectorVisibility(frontsector);
alpha = 1.0f;
RenderStyle = STYLE_Translucent;
texture = NULL;
if (gl_seamless)
{
auto v = &vertices[vertexMap[wallindex(wal)]];
if (v->dirty) v->RecalcVertexHeights();
v = &vertices[vertexMap[wal->point2]];
if (v->dirty) v->RecalcVertexHeights();
}
/*
if (wal->linedef->special == Line_Horizon)
{
SkyNormal(di, frontsector, v1, v2);
DoHorizon(di, wal, frontsector, v1, v2);
return;
}
*/
bool isportal = false;// wal->linedef->isVisualPortal() && wal->sidedef == wal->linedef->sidedef[0];
if (seg->portalflags)
{
int ptype = -1;
if (seg->portalflags == PORTAL_WALL_MIRROR) ptype = PORTALTYPE_MIRROR;
else if (seg->portalflags == PORTAL_WALL_VIEW) ptype = PORTALTYPE_LINETOLINE;
else if (seg->portalflags == PORTAL_WALL_TO_SPRITE) ptype = PORTALTYPE_LINETOSPRITE;
if (ptype != -1)
{
ztop[0] = fch1;
ztop[1] = fch2;
zbottom[0] = ffh1;
zbottom[1] = ffh2;
PutPortal(di, ptype, -1);
return;
}
}
if (!backsector || !backwall)
{
// sector's sky
SkyNormal(di, frontsector, v1, v2, fch1, fch2, ffh1, ffh2);
// normal texture
auto tilenum = ((wal->cstat & CSTAT_WALL_1WAY) && wal->nextwall != -1) ? wal->overtexture() : wal->walltexture();
texture = TexMan.GetGameTexture(tilenum, true);
if (texture && texture->isValid())
{
DoOneSidedTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2);
}
}
else // two sided
{
float bfh1;
float bfh2;
float bch1;
float bch2;
PlanesAtPoint(backsector, wal->pos.X, wal->pos.Y, &bch1, &bfh1);
PlanesAtPoint(backsector, p2wall->pos.X, p2wall->pos.Y, &bch2, &bfh2);
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
// upper texture
if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
{
float bch1a = bch1;
float bch2a = bch2;
if (ffh1 > bch1 || ffh2 > bch2)
{
// the back sector's floor obstructs part of this wall. Todo: Handle the portal case better.
if ((ffh1 > bch1 && ffh2 > bch2) || frontsector->portalflags == PORTAL_SECTOR_FLOOR)
{
bch2a = ffh2;
bch1a = ffh1;
}
}
if (bch1a < fch1 || bch2a < fch2)
{
auto tilenum = wal->walltexture();
texture = TexMan.GetGameTexture(tilenum, true);
if (texture && texture->isValid())
{
DoUpperTexture(di, wal, frontsector, backsector, fch1, fch2, bch1a, bch2a);
}
}
}
if (wal->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY))
{
auto tilenum = wal->overtexture();
texture = TexMan.GetGameTexture(tilenum, true);
if (texture && texture->isValid())
{
DoMidTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
}
}
// lower texture
if (!(frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY))
{
if (fch1 < bfh1 || fch2 < bfh2)
{
// the back sector's ceiling obstructs part of this wall. Todo: Handle the portal case better.
if ((fch1 < bfh1 && fch2 < bfh2) || frontsector->portalflags == PORTAL_SECTOR_CEILING)
{
bfh1 = fch1;
bfh2 = fch2;
}
}
if (bfh1 > ffh1 || bfh2 > ffh2)
{
auto w = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? backwall : wal;
auto tilenum = w->walltexture();
texture = TexMan.GetGameTexture(tilenum, true);
if (texture && texture->isValid())
{
DoLowerTexture(di, wal, frontsector, backsector, bfh1, bfh2, ffh1, ffh2);
}
}
}
}
}
//==========================================================================
//
// checks if the wall sprite has changed since the last call.
// Returns:
// 0 if identical or only render style changed
// 1 if vertical orientation changed
// 2 if horizontal orientation changed
// 3 if positioning changed
//
//==========================================================================
int HWWall::CheckWallSprite(tspritetype* spr, tspritetype* last)
{
// If the position changed we need to recalculate everything.
if (spr->pos.XY() != last->pos.XY() || spr->sectp != last->sectp || spr->Angles.Yaw != last->Angles.Yaw) return 3;
// if the horizontal orientation changes we need to recalculate the walls this attaches to, but not the positioning.
if (spr->scale.X != last->scale.X || spr->xoffset != last->xoffset || spr->picnum != last->picnum || ((spr->cstat ^ last->cstat) & CSTAT_SPRITE_XFLIP)) return 2;
// only y-positioning changed - we need to re-check the wall tiers this sprite attaches to
if(spr->scale.Y != last->scale.Y || spr->yoffset != last->yoffset || ((spr->cstat ^ last->cstat) & (CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_YCENTER))) return 1;
// all remaining properties only affect the render style which is not relevant for positioning a wall sprite
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sector)
{
auto tex = TexMan.GetGameTexture(spr->spritetexture());
if (!tex || !tex->isValid()) return;
seg = nullptr;
Sprite = spr;
DVector2 pos[2];
GetWallSpritePosition(spr, spr->pos.XY(), pos, true);
glseg.x1 = pos[0].X;
glseg.y1 = -pos[0].Y;
glseg.x2 = pos[1].X;
glseg.y2 = -pos[1].Y;
if (spr->cstat & CSTAT_SPRITE_ONE_SIDE)
{
if (PointOnLineSide(di->Viewpoint.Pos.X, di->Viewpoint.Pos.Y, glseg.x1, glseg.y1, glseg.x2 - glseg.x1, glseg.y2 - glseg.y1) <= 0)
{
return;
}
}
vertindex = 0;
vertcount = 0;
type = RENDERWALL_M2S;
frontsector = sector;
backsector = sector;
texture = tex;
flags = HWF_CLAMPX|HWF_CLAMPY;
dynlightindex = -1;
shade = spr->shade;
palette = spr->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
visibility = sectorVisibility(sector);
SetSpriteTranslucency(Sprite, alpha, RenderStyle);
const TileOffs* tofs;
int height, topofs;
if (hw_hightile && (tofs = GetHiresOffset(spr->spritetexture())))
{
height = tofs->ysize;
topofs = tofs->yoffs + spr->yoffset;
}
else
{
height = (int)tex->GetDisplayHeight();
topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset);
}
DVector2 vec{};
walldist = IsOnWall(spr, height, vec);
if (walldist)
{
// project the sprite right onto the wall.
auto v1 = NearestPointOnWall(glseg.x1, -glseg.y1, walldist, false);
auto v2 = NearestPointOnWall(glseg.x2, -glseg.y2, walldist, false);
glseg.x1 = v1.X;
glseg.y1 = -v1.Y;
glseg.x2 = v2.X;
glseg.y2 = -v2.Y;
}
if (spr->cstat & CSTAT_SPRITE_YFLIP)
topofs = -topofs;
float yscale = spr->scale.Y;
float sprz = spr->pos.Z - topofs * yscale;
if (spr->cstat & CSTAT_SPRITE_YCENTER)
{
sprz += height * yscale * 0.5f;
if (height & 1) sprz += yscale * 0.5f; // Odd yspans
}
glseg.fracleft = 0;
glseg.fracright = 1;
tcs[LOLFT].u = tcs[UPLFT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
tcs[LORGT].u = tcs[UPRGT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
tcs[UPLFT].v = tcs[UPRGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
tcs[LOLFT].v = tcs[LORGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
zbottom[0] = zbottom[1] = -sprz;
ztop[0] = ztop[1] = -sprz + height * yscale;
if (zbottom[0] > ztop[0])
{
// reorder coordinates to make the clipping code below behave.
auto zz = zbottom[0];
zbottom[0] = zbottom[1] = ztop[0];
ztop[0] = ztop[1] = zz;
tcs[UPLFT].v = tcs[UPRGT].v = 1.f - tcs[UPLFT].v;
tcs[LOLFT].v = tcs[LORGT].v = 1.f - tcs[LOLFT].v;
}
// Clip sprites to ceilings/floors
if (!(sector->ceilingstat & CSTAT_SECTOR_SKY))
{
float polyh = (ztop[0] - zbottom[0]);
float ceilingz = -sector->ceilingz;
if (ceilingz < ztop[0] && ceilingz >= zbottom[0])
{
float newv = (ceilingz - zbottom[0]) / polyh;
tcs[UPLFT].v = tcs[UPRGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
ztop[0] = ztop[1] = ceilingz;
}
}
if (!(sector->floorstat & CSTAT_SECTOR_SKY))
{
float polyh = (ztop[0] - zbottom[0]);
float floorz = -sector->floorz;
if (floorz <= ztop[0] && floorz > zbottom[0])
{
float newv = (floorz - zbottom[0]) / polyh;
tcs[LOLFT].v = tcs[LORGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
zbottom[0] = zbottom[1] = floorz;
}
}
if (zbottom[0] >= ztop[0])
return; // nothing left to render.
// If the sprite is backward, flip it around so that we have guaranteed orientation when this is about to be sorted.
if (PointOnLineSide(di->Viewpoint.Pos.X, di->Viewpoint.Pos.Y, glseg.x1, glseg.y1, glseg.x2 - glseg.x1, glseg.y2 - glseg.y1 ) < 0)
{
std::swap(glseg.x1, glseg.x2);
std::swap(glseg.y1, glseg.y2);
// z is always the same on both sides.
std::swap(tcs[LOLFT], tcs[LORGT]);
std::swap(tcs[UPLFT], tcs[UPRGT]);
}
PutWall(di, spriteHasTranslucency(Sprite));
}