- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
This commit is contained in:
parent
c77487dab8
commit
89d607c9a6
256 changed files with 193 additions and 191 deletions
565
src/rendering/polyrenderer/scene/poly_plane.cpp
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565
src/rendering/polyrenderer/scene/poly_plane.cpp
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/*
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** Polygon Doom software renderer
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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 "poly_plane.h"
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#include "poly_portal.h"
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#include "polyrenderer/poly_renderer.h"
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#include "r_sky.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "p_lnspec.h"
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#include "a_dynlight.h"
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EXTERN_CVAR(Int, r_3dfloors)
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void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling())
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return;
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RenderPolyPlane plane;
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plane.Render(thread, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals, sectorPortalsStart);
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plane.Render(thread, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals, sectorPortalsStart);
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}
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void RenderPolyPlane::Render(PolyRenderThread *thread, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
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{
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RenderNormal(thread, fakeflat, stencilValue, ceiling, skyHeight);
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}
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else
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{
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RenderPortal(thread, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals, sectorPortalsStart);
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}
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}
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void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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if (picnum != skyflatnum)
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{
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FTexture *tex = TexMan.GetPalettedTexture(picnum, true);
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if (!tex || !tex->isValid())
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return;
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PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex->GetSoftwareTexture());
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TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane);
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PolyDrawArgs args;
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SetLightLevel(thread, args, fakeflat, ceiling);
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SetDynLights(thread, args, fakeflat.Subsector, ceiling);
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue + 1);
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args.SetTexture(tex->GetSoftwareTexture(), DefaultRenderStyle());
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args.SetStyle(TriBlendMode::Opaque);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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}
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else
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{
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TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
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PolyDrawArgs args;
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, 255);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
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}
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}
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void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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PolyDrawSectorPortal *polyportal = nullptr;
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std::vector<PolyPortalSegment> portalSegments;
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// Skip portals not facing the camera
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if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
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(!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0))
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{
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return;
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}
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for (size_t i = sectorPortalsStart; i < sectorPortals.size(); i++)
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{
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if (sectorPortals[i]->Portal == portal) // To do: what other criteria do we need to check for?
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{
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polyportal = sectorPortals[i].get();
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break;
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}
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}
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if (!polyportal)
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{
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sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling)));
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polyportal = sectorPortals.back().get();
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}
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#if 0
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// Calculate portal clipping
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portalSegments.reserve(sub->numlines);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
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DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
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bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0;
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if (!backside)
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{
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angle_t angle1, angle2;
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if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
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portalSegments.push_back({ angle1, angle2 });
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}
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else
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{
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angle_t angle1, angle2;
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if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2))
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portalSegments.push_back({ angle1, angle2 });
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}
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}
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#endif
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TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
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PolyDrawArgs args;
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, polyportal->StencilValue);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
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polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines });
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}
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void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight)
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{
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sector_t *frontsector = sub->sector;
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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if (line->backsector)
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{
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sector_t *backsector = line->backsector;
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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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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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if (ceiling && bothSkyCeiling && closedSector)
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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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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 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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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else if (bothSkyCeiling)
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{
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continue;
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}
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}
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else if (polyportal && line->linedef && line->linedef->special == Line_Horizon)
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{
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// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
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skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
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skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
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}
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TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4);
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if (ceiling)
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{
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wallvert[0] = GetSkyVertex(line->v1, skyHeight);
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wallvert[1] = GetSkyVertex(line->v2, skyHeight);
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wallvert[2] = GetSkyVertex(line->v2, skyBottomz2);
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wallvert[3] = GetSkyVertex(line->v1, skyBottomz1);
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}
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else
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{
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wallvert[0] = GetSkyVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
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wallvert[1] = GetSkyVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
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wallvert[2] = GetSkyVertex(line->v2, skyHeight);
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wallvert[3] = GetSkyVertex(line->v1, skyHeight);
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}
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PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, wallvert, 4, PolyDrawMode::TriangleFan);
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if (polyportal)
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{
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polyportal->Shape.push_back({ wallvert, 4 });
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}
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}
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}
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void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling)
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{
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bool foggy = PolyRenderer::Instance()->Level->fadeto || fakeflat.FrontSector->Colormap.FadeColor || (PolyRenderer::Instance()->Level->flags & LEVEL_HASFADETABLE);
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int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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lightlevel = clamp(lightlevel + actualextralight, 0, 255);
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size())
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{
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lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false);
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basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
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{
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lightlevel = *light->p_lightlevel;
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}
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}
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args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
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}
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void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
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{
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if (!r_dynlights)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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FLightNode *light_list = sub->section->lighthead;
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auto cameraLight = PolyCameraLight::Instance();
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if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
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{
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args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active
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return;
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}
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// Calculate max lights that can touch the wall so we can allocate memory for the list
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int max_lights = 0;
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FLightNode *cur_node = light_list;
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while (cur_node)
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{
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if (cur_node->lightsource->IsActive())
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max_lights++;
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cur_node = cur_node->nextLight;
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}
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if (max_lights == 0)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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int dc_num_lights = 0;
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PolyLight *dc_lights = thread->FrameMemory->AllocMemory<PolyLight>(max_lights);
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// Setup lights
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cur_node = light_list;
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while (cur_node)
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{
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if (cur_node->lightsource->IsActive())
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{
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bool is_point_light = cur_node->lightsource->IsAttenuated();
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// To do: cull lights not touching subsector
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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auto &light = dc_lights[dc_num_lights++];
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light.x = (float)cur_node->lightsource->X();
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light.y = (float)cur_node->lightsource->Y();
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light.z = (float)cur_node->lightsource->Z();
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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if (is_point_light)
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light.radius = -light.radius;
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}
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cur_node = cur_node->nextLight;
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}
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args.SetLights(dc_lights, dc_num_lights);
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DVector3 normal = ceiling ? sub->sector->ceilingplane.Normal() : sub->sector->floorplane.Normal();
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args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z });
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}
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TriVertex *RenderPolyPlane::CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane)
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{
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TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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double planeZ = plane.ZatPoint(viewpoint.Pos.XY());
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if (viewpoint.Pos.Z < planeZ)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[sub->numlines - 1 - i];
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vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
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}
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}
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return vertices;
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}
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TriVertex *RenderPolyPlane::CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight)
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{
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TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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if (viewpoint.Pos.Z < skyHeight)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[sub->numlines - 1 - i];
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vertices[i] = GetSkyVertex(line->v1, skyHeight);
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = GetSkyVertex(line->v1, skyHeight);
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}
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}
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return vertices;
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyPlaneUVTransform::PolyPlaneUVTransform(const FTransform &transform, FSoftwareTexture *tex)
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{
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if (tex)
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{
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xscale = (float)(transform.xScale * tex->GetScale().X / tex->GetWidth());
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yscale = (float)(transform.yScale * tex->GetScale().Y / tex->GetHeight());
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double planeang = (transform.Angle + transform.baseAngle).Radians();
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cosine = (float)cos(planeang);
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sine = (float)sin(planeang);
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xOffs = (float)transform.xOffs;
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yOffs = (float)transform.yOffs;
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}
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else
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||||
{
|
||||
xscale = 1.0f / 64.0f;
|
||||
yscale = 1.0f / 64.0f;
|
||||
cosine = 1.0f;
|
||||
sine = 0.0f;
|
||||
xOffs = 0.0f;
|
||||
yOffs = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void Render3DFloorPlane::RenderPlanes(PolyRenderThread *thread, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects)
|
||||
{
|
||||
if (!r_3dfloors || sub->sector->CenterFloor() == sub->sector->CenterCeiling())
|
||||
return;
|
||||
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
|
||||
auto frontsector = sub->sector;
|
||||
auto &ffloors = frontsector->e->XFloor.ffloors;
|
||||
|
||||
// 3D floor floors
|
||||
for (int i = 0; i < (int)ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *fakeFloor = ffloors[i];
|
||||
F3DFloor *prevFloor = i > 0 ? ffloors[i - 1] : nullptr;
|
||||
if (!(fakeFloor->flags & FF_EXISTS)) continue;
|
||||
if (!fakeFloor->model) continue;
|
||||
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
|
||||
if (fakeFloor->alpha == 0) continue;
|
||||
if (prevFloor && (prevFloor->flags & fakeFloor->flags & FF_SWIMMABLE)) continue;
|
||||
|
||||
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
|
||||
if (fakeFloor->top.plane->isSlope() || (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)))
|
||||
{
|
||||
Render3DFloorPlane plane;
|
||||
plane.sub = sub;
|
||||
plane.stencilValue = stencilValue;
|
||||
plane.ceiling = false;
|
||||
plane.fakeFloor = fakeFloor;
|
||||
plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
|
||||
if (!plane.Additive && fakeFloor->alpha == 255)
|
||||
{
|
||||
plane.Masked = false;
|
||||
plane.Alpha = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
plane.Masked = true;
|
||||
plane.Alpha = fakeFloor->alpha / 255.0;
|
||||
}
|
||||
|
||||
if (!plane.Masked)
|
||||
plane.Render(thread);
|
||||
else
|
||||
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
|
||||
}
|
||||
}
|
||||
|
||||
// 3D floor ceilings
|
||||
for (int i = 0; i < (int)ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *fakeFloor = ffloors[i];
|
||||
F3DFloor *prevFloor = i > 0 ? ffloors[i - 1] : nullptr;
|
||||
if (!(fakeFloor->flags & FF_EXISTS)) continue;
|
||||
if (!fakeFloor->model) continue;
|
||||
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
|
||||
if (fakeFloor->alpha == 0) continue;
|
||||
if (prevFloor && (prevFloor->flags & fakeFloor->flags & FF_SWIMMABLE)) continue;
|
||||
|
||||
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
|
||||
if (fakeFloor->bottom.plane->isSlope() || (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)))
|
||||
{
|
||||
Render3DFloorPlane plane;
|
||||
plane.sub = sub;
|
||||
plane.stencilValue = stencilValue;
|
||||
plane.ceiling = true;
|
||||
plane.fakeFloor = fakeFloor;
|
||||
plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
|
||||
if (!plane.Additive && fakeFloor->alpha == 255)
|
||||
{
|
||||
plane.Masked = false;
|
||||
plane.Alpha = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
plane.Masked = true;
|
||||
plane.Alpha = fakeFloor->alpha / 255.0;
|
||||
}
|
||||
|
||||
if (!plane.Masked)
|
||||
plane.Render(thread);
|
||||
else
|
||||
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Render3DFloorPlane::Render(PolyRenderThread *thread)
|
||||
{
|
||||
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
|
||||
auto tex = TexMan.GetPalettedTexture(picnum, true);
|
||||
if (!tex->isValid())
|
||||
return;
|
||||
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
|
||||
int lightlevel = 255;
|
||||
bool foggy = false;
|
||||
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
lightlist_t *light = P_GetPlaneLight(sub->sector, ceiling ? fakeFloor->bottom.plane : fakeFloor->top.plane, ceiling);
|
||||
//basecolormap = light->extra_colormap;
|
||||
lightlevel = *light->p_lightlevel;
|
||||
}
|
||||
|
||||
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
|
||||
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
|
||||
|
||||
PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex->GetSoftwareTexture());
|
||||
|
||||
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
|
||||
if (ceiling)
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
vertices[sub->numlines - 1 - i] = xform.GetVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
vertices[i] = xform.GetVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1));
|
||||
}
|
||||
}
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
if (!Masked)
|
||||
{
|
||||
args.SetStyle(TriBlendMode::Opaque);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(true, stencilValue + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.SetStyle(Additive ? TriBlendMode::Add : TriBlendMode::Normal, MIN(Alpha, 1.0));
|
||||
args.SetStencilTestValue(stencilValue + 1);
|
||||
args.SetWriteStencil(false);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
}
|
||||
args.SetTexture(tex->GetSoftwareTexture(), DefaultRenderStyle());
|
||||
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue