vkdoom_m/src/rendering/hwrenderer/scene/hw_flats.cpp
dileepvr 798308a511 fix distant z-fighitng in reflective flats
Z-fighting between flat texture and stencil at long distances was occurring, showing up as a "shimmer" at a long distance from the camera. Just increasing the vertical shift of flat texture.

Addressing this bug: https://github.com/ZDoom/gzdoom/issues/3246
2025-08-04 19:17:04 -03:00

753 lines
22 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 3 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_flat.cpp
** Flat processing
**
*/
#include "a_sharedglobal.h"
#include "a_dynlight.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "p_lnspec.h"
#include "matrix.h"
#include "hw_dynlightdata.h"
#include "hw_cvars.h"
#include "hw_clock.h"
#include "hw_lighting.h"
#include "hw_material.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "flatvertices.h"
#include "hw_lightbuffer.h"
#include "hw_drawstructs.h"
#include "hw_renderstate.h"
#include "texturemanager.h"
#include "hw_viewpointbuffer.h"
#ifdef _DEBUG
CVAR(Int, gl_breaksec, -1, 0)
#endif
//==========================================================================
//
// Sets the texture matrix according to the plane's texture positioning
// information
//
//==========================================================================
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &dest)
{
// only manipulate the texture matrix if needed.
if (!secplane->Offs.isZero() ||
secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
secplane->Angle != 0 ||
gltexture->GetDisplayWidth() != 64 ||
gltexture->GetDisplayHeight() != 64)
{
float uoffs = secplane->Offs.X / gltexture->GetDisplayWidth();
float voffs = secplane->Offs.Y / gltexture->GetDisplayHeight();
float xscale1 = secplane->Scale.X;
float yscale1 = secplane->Scale.Y;
if (gltexture->isHardwareCanvas())
{
yscale1 = 0 - yscale1;
}
float angle = -secplane->Angle;
float xscale2 = 64.f / gltexture->GetDisplayWidth();
float yscale2 = 64.f / gltexture->GetDisplayHeight();
dest.loadIdentity();
dest.scale(xscale1, yscale1, 1.0f);
dest.translate(uoffs, voffs, 0.0f);
dest.scale(xscale2, yscale2, 1.0f);
dest.rotate(angle, 0.0f, 0.0f, 1.0f);
return true;
}
return false;
}
void SetPlaneTextureRotation(FRenderState &state, HWSectorPlane* plane, FGameTexture* texture)
{
if (hw_SetPlaneTextureRotation(plane, texture, state.mTextureMatrix))
{
state.EnableTextureMatrix(true);
}
}
//==========================================================================
//
// special handling for skyboxes which need texture clamping.
// This will find the bounding rectangle of the sector and just
// draw one single polygon filling that rectangle with a clamped
// texture.
//
//==========================================================================
void HWFlat::CreateSkyboxVertices(FFlatVertex *vert)
{
float minx = FLT_MAX, miny = FLT_MAX;
float maxx = -FLT_MAX, maxy = -FLT_MAX;
for (auto ln : sector->Lines)
{
float x = ln->v1->fX();
float y = ln->v1->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
x = ln->v2->fX();
y = ln->v2->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
}
static float uvals[] = { 0, 0, 1, 1 };
static float vvals[] = { 1, 0, 0, 1 };
int rot = -xs_FloorToInt(plane.Angle / 90.f);
vert[0].Set(minx, z, miny, uvals[rot & 3], vvals[rot & 3]);
vert[1].Set(minx, z, maxy, uvals[(rot + 1) & 3], vvals[(rot + 1) & 3]);
vert[2].Set(maxx, z, miny, uvals[(rot + 3) & 3], vvals[(rot + 3) & 3]);
vert[3].Set(maxx, z, maxy, uvals[(rot + 2) & 3], vvals[(rot + 2) & 3]);
}
//==========================================================================
//
//
//
//==========================================================================
void HWFlat::SetupLights(HWDrawInfo *di, FDynLightData &lightdata, int portalgroup)
{
Plane p;
lightdata.Clear();
if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces)
{
dynlightindex = -1;
return; // no lights on additively blended surfaces.
}
auto flatLightList = di->Level->lightlists.flat_dlist.CheckKey(section);
if (flatLightList)
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
auto node = pair->Value.get();
if (!node) continue;
FDynamicLight * light = node->lightsource;
if (!light->IsActive() || light->DontLightMap())
{
continue;
}
iter_dlightf++;
// we must do the side check here because gl_GetLight needs the correct plane orientation
// which we don't have for Legacy-style 3D-floors
double planeh = plane.plane.ZatPoint(light->Pos);
if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
{
continue;
}
p.Set(plane.plane.Normal(), plane.plane.fD());
draw_dlightf += GetLight(lightdata, portalgroup, p, light, false);
}
}
dynlightindex = screen->mLights->UploadLights(lightdata);
}
//==========================================================================
//
//
//
//==========================================================================
void HWFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
{
if (di->Level->HasDynamicLights && screen->BuffersArePersistent() && !di->isFullbrightScene())
{
SetupLights(di, lightdata, sector->PortalGroup);
}
state.SetLightIndex(dynlightindex);
state.DrawIndexed(DT_Triangles, iboindex + section->vertexindex, section->vertexcount);
flatvertices += section->vertexcount;
flatprimitives++;
}
//==========================================================================
//
// Drawer for render hacks
//
//==========================================================================
void HWFlat::DrawOtherPlanes(HWDrawInfo *di, FRenderState &state)
{
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, NO_TRANSLATION, -1);
// Draw the subsectors assigned to it due to missing textures
auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
di->otherFloorPlanes.CheckKey(sector->sectornum) : di->otherCeilingPlanes.CheckKey(sector->sectornum);
if (!pNode) return;
auto node = *pNode;
while (node)
{
state.SetLightIndex(node->lightindex);
auto num = node->sub->numlines;
flatvertices += num;
flatprimitives++;
state.Draw(DT_TriangleFan,node->vertexindex, num);
node = node->next;
}
}
//==========================================================================
//
// Drawer for render hacks
//
//==========================================================================
void HWFlat::DrawFloodPlanes(HWDrawInfo *di, FRenderState &state)
{
// Flood gaps with the back side's ceiling/floor texture
// This requires a stencil because the projected plane interferes with
// the depth buffer
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, NO_TRANSLATION, -1);
// Draw the subsectors assigned to it due to missing textures
auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
di->floodFloorSegs.CheckKey(sector->sectornum) : di->floodCeilingSegs.CheckKey(sector->sectornum);
if (!pNode) return;
auto fnode = *pNode;
state.SetLightIndex(-1);
while (fnode)
{
flatvertices += 12;
flatprimitives += 3;
// Push bleeding floor/ceiling textures back a little in the z-buffer
// so they don't interfere with overlapping mid textures.
state.SetDepthBias(1, 128);
// Create stencil
state.SetEffect(EFF_STENCIL);
state.EnableTexture(false);
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
state.Draw(DT_TriangleStrip, fnode->vertexindex, 4);
// Draw projected plane into stencil
state.EnableTexture(true);
state.SetEffect(EFF_NONE);
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
state.EnableDepthTest(false);
state.Draw(DT_TriangleStrip, fnode->vertexindex + 4, 4);
// clear stencil
state.SetEffect(EFF_STENCIL);
state.EnableTexture(false);
state.SetStencil(1, SOP_Decrement, SF_ColorMaskOff | SF_DepthMaskOff);
state.Draw(DT_TriangleStrip, fnode->vertexindex, 4);
// restore old stencil op.
state.EnableTexture(true);
state.EnableDepthTest(true);
state.SetEffect(EFF_NONE);
state.SetDepthBias(0, 0);
state.SetStencil(0, SOP_Keep, SF_AllOn);
fnode = fnode->next;
}
}
//==========================================================================
//
//
//
//==========================================================================
void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
{
#ifdef _DEBUG
if (sector->sectornum == gl_breaksec)
{
int a = 0;
}
#endif
int rel = getExtraLight();
state.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
double zshift = (plane.plane.Normal().Z > 0.0 ? 0.1f : -0.1f); // The HWPlaneMirrorPortal::DrawPortalStencil() z-fights with flats
SetColor(state, di->Level, di->lightmode, lightlevel, rel, di->isFullbrightScene(), Colormap, alpha);
SetFog(state, di->Level, di->lightmode, lightlevel, rel, di->isFullbrightScene(), &Colormap, false);
state.SetObjectColor(FlatColor | 0xff000000);
state.SetAddColor(AddColor | 0xff000000);
state.ApplyTextureManipulation(TextureFx);
if (plane.plane.dithertransflag) state.SetEffect(EFF_DITHERTRANS);
if (hacktype & SSRF_PLANEHACK)
{
DrawOtherPlanes(di, state);
}
else if (hacktype & SSRF_FLOODHACK)
{
DrawFloodPlanes(di, state);
}
else if (!translucent)
{
if (sector->special != GLSector_Skybox)
{
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, NO_TRANSLATION, -1);
SetPlaneTextureRotation(state, &plane, texture);
DrawSubsectors(di, state);
state.EnableTextureMatrix(false);
}
else if (!hacktype)
{
state.SetMaterial(texture, UF_Texture, 0, CLAMP_XY, NO_TRANSLATION, -1);
state.SetLightIndex(dynlightindex);
state.Draw(DT_TriangleStrip,iboindex, 4);
flatvertices += 4;
flatprimitives++;
}
}
else
{
state.SetRenderStyle(renderstyle);
if (!texture || !texture->isValid())
{
state.AlphaFunc(Alpha_GEqual, 0.f);
state.EnableTexture(false);
DrawSubsectors(di, state);
state.EnableTexture(true);
}
else
{
if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetMaterial(texture, UF_Texture, 0, CLAMP_NONE, NO_TRANSLATION, -1);
SetPlaneTextureRotation(state, &plane, texture);
di->VPUniforms.mViewMatrix.translate(0.0, zshift, 0.0);
screen->mViewpoints->SetViewpoint(state, &di->VPUniforms);
DrawSubsectors(di, state);
di->VPUniforms.mViewMatrix.translate(0.0, -zshift, 0.0);
screen->mViewpoints->SetViewpoint(state, &di->VPUniforms);
state.EnableTextureMatrix(false);
}
state.SetRenderStyle(DefaultRenderStyle());
}
state.SetObjectColor(0xffffffff);
state.SetAddColor(0);
state.ApplyTextureManipulation(nullptr);
if (plane.plane.dithertransflag) state.SetEffect(EFF_NONE);
}
//==========================================================================
//
// HWFlat::PutFlat
//
// submit to the renderer
//
//==========================================================================
inline void HWFlat::PutFlat(HWDrawInfo *di, bool fog)
{
if (di->isFullbrightScene())
{
Colormap.Clear();
}
else if (!screen->BuffersArePersistent())
{
if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK|SSRF_FLOODHACK)) )
{
SetupLights(di, lightdata, sector->PortalGroup);
}
}
di->AddFlat(this, fog);
}
//==========================================================================
//
// This draws one flat
// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
//
//==========================================================================
void HWFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
{
plane.GetFromSector(model, whichplane);
model->ceilingplane.dithertransflag = false; // Resetting this every frame
model->floorplane.dithertransflag = false; // Resetting this every frame
if (whichplane != int(ceiling))
{
// Flip the normal if the source plane has a different orientation than what we are about to render.
plane.plane.FlipVert();
}
if (!fog)
{
texture = TexMan.GetGameTexture(plane.texture, true);
if (!texture || !texture->isValid()) return;
if (texture->isFullbright())
{
Colormap.MakeWhite();
lightlevel=255;
}
}
else
{
texture = NULL;
lightlevel = abs(lightlevel);
}
z = plane.plane.ZatPoint(0.f, 0.f);
if (sector->special == GLSector_Skybox)
{
auto vert = screen->mVertexData->AllocVertices(4);
CreateSkyboxVertices(vert.first);
iboindex = vert.second;
}
// For hacks this won't go into a render list.
PutFlat(di, fog);
rendered_flats++;
}
//==========================================================================
//
// Sets 3D floor info. Common code for all 4 cases
//
//==========================================================================
void HWFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
{
F3DFloor::planeref & plane = top? rover->top : rover->bottom;
// FF_FOG requires an inverted logic where to get the light from
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
lightlevel = hw_ClampLight(*light->p_lightlevel);
if (rover->flags & FF_FOG)
{
Colormap.LightColor = light->extra_colormap.FadeColor;
FlatColor = 0xffffffff;
AddColor = 0;
TextureFx = nullptr;
}
else
{
CopyFrom3DLight(Colormap, light);
FlatColor = plane.model->SpecialColors[plane.isceiling];
AddColor = plane.model->AdditiveColors[plane.isceiling];
TextureFx = &plane.model->planes[plane.isceiling].TextureFx;
}
alpha = rover->alpha/255.0f;
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
iboindex = plane.vindex;
}
//==========================================================================
//
// Process a sector's flats for rendering
// This function is only called once per sector.
// Subsequent subsectors are just quickly added to the ss_renderflags array
//
//==========================================================================
void HWFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
{
lightlist_t * light;
FSectorPortal *port;
#ifdef _DEBUG
if (frontsector->sectornum == gl_breaksec)
{
int a = 0;
}
#endif
// Get the real sector for this one.
sector = &di->Level->sectors[frontsector->sectornum];
extsector_t::xfloor &x = sector->e->XFloor;
dynlightindex = -1;
hacktype = (which & (SSRF_PLANEHACK|SSRF_FLOODHACK));
uint8_t sink;
uint8_t &srf = hacktype? sink : di->section_renderflags[di->Level->sections.SectionIndex(section)];
auto &vp = di->Viewpoint;
//
//
//
// do floors
//
//
//
if ((which & SSRF_RENDERFLOOR) && (vp.IsOrtho() ? vp.ViewVector3D.dot(frontsector->floorplane.Normal()) < 0.0 : frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z) && (!section || !(section->flags & FSection::DONTRENDERFLOOR)))
{
// process the original floor first.
srf |= SSRF_RENDERFLOOR;
lightlevel = hw_ClampLight(frontsector->GetFloorLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::floor];
AddColor = frontsector->AdditiveColors[sector_t::floor];
TextureFx = &frontsector->planes[sector_t::floor].TextureFx;
port = frontsector->ValidatePortal(sector_t::floor);
if ((stack = (port != NULL)))
{
/* to be redone in a less invasive manner
if (port->mType == PORTS_STACKEDSECTORTHING)
{
di->AddFloorStack(sector); // stacked sector things require visplane merging.
}
*/
alpha = frontsector->GetAlpha(sector_t::floor);
}
else
{
alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
}
if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
{
iboindex = frontsector->iboindex[sector_t::floor];
ceiling = false;
renderflags = SSRF_RENDERFLOOR;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
CopyFrom3DLight(Colormap, light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::floor, false);
}
}
//
//
//
// do ceilings
//
//
//
if ((which & SSRF_RENDERCEILING) && (vp.IsOrtho() ? vp.ViewVector3D.dot(frontsector->ceilingplane.Normal()) < 0.0 : frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z) && (!section || !(section->flags & FSection::DONTRENDERCEILING)))
{
// process the original ceiling first.
srf |= SSRF_RENDERCEILING;
lightlevel = hw_ClampLight(frontsector->GetCeilingLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
AddColor = frontsector->AdditiveColors[sector_t::ceiling];
TextureFx = &frontsector->planes[sector_t::ceiling].TextureFx;
port = frontsector->ValidatePortal(sector_t::ceiling);
if ((stack = (port != NULL)))
{
/* as above for floors
if (port->mType == PORTS_STACKEDSECTORTHING)
{
di->AddCeilingStack(sector);
}
*/
alpha = frontsector->GetAlpha(sector_t::ceiling);
}
else
{
alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
}
if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
{
iboindex = frontsector->iboindex[sector_t::ceiling];
ceiling = true;
renderflags = SSRF_RENDERCEILING;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &sector->ceilingplane, true);
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
CopyFrom3DLight(Colormap, light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::ceiling, false);
}
}
//
//
//
// do 3D floors
//
//
//
stack = false;
if ((which & SSRF_RENDER3DPLANES) && x.ffloors.Size())
{
renderflags = SSRF_RENDER3DPLANES;
srf |= SSRF_RENDER3DPLANES;
// 3d-floors must not overlap!
double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
F3DFloor * rover;
int k;
// floors are ordered now top to bottom so scanning the list for the best match
// is no longer necessary.
ceiling = true;
Colormap = frontsector->Colormap;
for (k = 0; k < (int)x.ffloors.Size(); k++)
{
rover = x.ffloors[k];
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
{
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < lastceilingheight)
{
if ((vp.IsOrtho() ? vp.ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp.Pos.Z <= rover->top.plane->ZatPoint(vp.Pos)))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight = ff_top;
}
}
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
{
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom < lastceilingheight)
{
if ((vp.IsOrtho() ? vp.ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp.Pos.Z <= rover->bottom.plane->ZatPoint(vp.Pos)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight = ff_bottom;
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
}
}
}
}
ceiling = false;
for (k = x.ffloors.Size() - 1; k >= 0; k--)
{
rover = x.ffloors[k];
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
{
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
{
if ((vp.IsOrtho() ? vp.ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp.Pos.Z >= rover->bottom.plane->ZatPoint(vp.Pos)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
if (rover->flags&FF_FIX)
{
lightlevel = hw_ClampLight(rover->model->lightlevel);
Colormap = rover->GetColormap();
}
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight = ff_bottom;
}
}
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
{
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top > lastfloorheight)
{
if ((vp.IsOrtho() ? vp.ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp.Pos.Z >= rover->top.plane->ZatPoint(vp.Pos)))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight = ff_top;
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
}
}
}
}
}
}