Example #1
0
void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool masked)
{
	if (pl->left >= pl->right)
		return;

	if (r_drawflat)
	{ // [RH] no texture mapping
		ds_color += 4;
		R_MapVisPlane (pl, R_MapColoredPlane);
	}
	else if (pl->picnum == skyflatnum)
	{ // sky flat
		R_DrawSkyPlane (pl);
	}
	else
	{ // regular flat
		FTexture *tex = TexMan(pl->picnum, true);

		if (tex->UseType == FTexture::TEX_Null)
		{
			return;
		}

		if (!masked && !additive)
		{ // If we're not supposed to see through this plane, draw it opaque.
			alpha = OPAQUE;
		}
		else if (!tex->bMasked)
		{ // Don't waste time on a masked texture if it isn't really masked.
			masked = false;
		}
		R_SetupSpanBits(tex);
		double xscale = pl->xform.xScale * tex->Scale.X;
		double yscale = pl->xform.yScale * tex->Scale.Y;
		R_SetSpanSource(tex);

		basecolormap = pl->colormap;
		planeshade = LIGHT2SHADE(pl->lightlevel);

		if (r_drawflat || (!pl->height.isSlope() && !tilt))
		{
			R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
		}
		else
		{
			R_DrawTiltedPlane(pl, xscale, yscale, alpha, additive, masked);
		}
	}
	NetUpdate ();
}
Example #2
0
//
// R_Subsector
// Determine floor/ceiling planes.
// Add sprites of things in sector.
// Draw one or more line segments.
//
void R_Subsector (subsector_t *sub)
{
	int 		 count;
	seg_t*		 line;
	sector_t     tempsec;				// killough 3/7/98: deep water hack
	int          floorlightlevel;		// killough 3/16/98: set floor lightlevel
	int          ceilinglightlevel;		// killough 4/11/98
	bool		 outersubsector;
	int	fll, cll, position;
	FSectorPortal *portal;

	// kg3D - fake floor stuff
	visplane_t *backupfp;
	visplane_t *backupcp;
	//secplane_t templane;
	lightlist_t *light;

	if (InSubsector != NULL)
	{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
		outersubsector = false;
	}
	else
	{
		outersubsector = true;
		InSubsector = sub;
	}

#ifdef RANGECHECK
	if (outersubsector && sub - subsectors >= (ptrdiff_t)numsubsectors)
		I_Error ("R_Subsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
#endif

	assert(sub->sector != NULL);

	if (sub->polys)
	{ // Render the polyobjs in the subsector first
		R_AddPolyobjs(sub);
		if (outersubsector)
		{
			InSubsector = NULL;
		}
		return;
	}

	frontsector = sub->sector;
	frontsector->MoreFlags |= SECF_DRAWN;
	count = sub->numlines;
	line = sub->firstline;

	// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
	frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
						   &ceilinglightlevel, false);	// killough 4/11/98

	fll = floorlightlevel;
	cll = ceilinglightlevel;

	// [RH] set foggy flag
	foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
	r_actualextralight = foggy ? 0 : extralight << 4;

	// kg3D - fake lights
	if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
	{
		light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
		basecolormap = light->extra_colormap;
		// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
		// accounted for.
		if (light->p_lightlevel != &frontsector->lightlevel)
		{
			ceilinglightlevel = *light->p_lightlevel;
		}
	}
	else
	{
		basecolormap = frontsector->ColorMap;
	}

	portal = frontsector->ValidatePortal(sector_t::ceiling);

	ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
		frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
		portal != NULL ||
		(frontsector->heightsec && 
		 !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
		 frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
		R_FindPlane(frontsector->ceilingplane,		// killough 3/8/98
					frontsector->GetTexture(sector_t::ceiling),
					ceilinglightlevel + r_actualextralight,				// killough 4/11/98
					frontsector->GetAlpha(sector_t::ceiling),
					!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
					frontsector->planes[sector_t::ceiling].xform,
					frontsector->sky,
					portal
					) : NULL;

	if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
	{
		light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
		basecolormap = light->extra_colormap;
		// If this is the real floor, don't discard plane lighting R_FakeFlat()
		// accounted for.
		if (light->p_lightlevel != &frontsector->lightlevel)
		{
			floorlightlevel = *light->p_lightlevel;
		}
	}
	else
	{
		basecolormap = frontsector->ColorMap;
	}

	// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
	// killough 3/16/98: add floorlightlevel
	// killough 10/98: add support for skies transferred from sidedefs
	portal = frontsector->ValidatePortal(sector_t::floor);

	floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
		frontsector->GetTexture(sector_t::floor) == skyflatnum ||
		portal != NULL ||
		(frontsector->heightsec &&
		 !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
		 frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
		R_FindPlane(frontsector->floorplane,
					frontsector->GetTexture(sector_t::floor),
					floorlightlevel + r_actualextralight,				// killough 3/16/98
					frontsector->GetAlpha(sector_t::floor),
					!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
					frontsector->planes[sector_t::floor].xform,
					frontsector->sky,
					portal
					) : NULL;

	// kg3D - fake planes rendering
	if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size())
	{
		backupfp = floorplane;
		backupcp = ceilingplane;
		// first check all floors
		for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
		{
			fakeFloor = frontsector->e->XFloor.ffloors[i];
			if (!(fakeFloor->flags & FF_EXISTS)) continue;
			if (!fakeFloor->model) continue;
			if (fakeFloor->bottom.plane->isSlope()) continue;
			if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
			{
				R_3D_AddHeight(fakeFloor->top.plane, frontsector);
			}
			if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
			if (fakeFloor->alpha == 0) continue;
			if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
			fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);
			if (fakeFloor->validcount != validcount)
			{
				fakeFloor->validcount = validcount;
				R_3D_NewClip();
			}
			double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
			if (fakeHeight < ViewPos.Z &&
				fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
			{
				fake3D = FAKE3D_FAKEFLOOR;
				tempsec = *fakeFloor->model;
				tempsec.floorplane = *fakeFloor->top.plane;
				tempsec.ceilingplane = *fakeFloor->bottom.plane;
				if (!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR))
				{
					tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
					position = sector_t::ceiling;
				} else position = sector_t::floor;
				frontsector = &tempsec;

				if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
				{
					light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
					basecolormap = light->extra_colormap;
					floorlightlevel = *light->p_lightlevel;
				}

				ceilingplane = NULL;
				floorplane = R_FindPlane(frontsector->floorplane,
					frontsector->GetTexture(sector_t::floor),
					floorlightlevel + r_actualextralight,				// killough 3/16/98
					frontsector->GetAlpha(sector_t::floor),
					!!(fakeFloor->flags & FF_ADDITIVETRANS),
					frontsector->planes[position].xform,
					frontsector->sky,
					NULL);

				R_FakeDrawLoop(sub);
				fake3D = 0;
				frontsector = sub->sector;
			}
		}
		// and now ceilings
		for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++)
		{
			fakeFloor = frontsector->e->XFloor.ffloors[i];
			if (!(fakeFloor->flags & FF_EXISTS)) continue;
			if (!fakeFloor->model) continue;
			if (fakeFloor->top.plane->isSlope()) continue;
			if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES|FF_RENDERSIDES)))
			{
				R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
			}
			if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
			if (fakeFloor->alpha == 0) continue;
			if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE|FF_INVERTSECTOR)) == (FF_SWIMMABLE|FF_INVERTSECTOR)) continue;
			fakeAlpha = MIN<fixed_t>(Scale(fakeFloor->alpha, OPAQUE, 255), OPAQUE);

			if (fakeFloor->validcount != validcount)
			{
				fakeFloor->validcount = validcount;
				R_3D_NewClip();
			}
			double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
			if (fakeHeight > ViewPos.Z &&
				fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
			{
				fake3D = FAKE3D_FAKECEILING;
				tempsec = *fakeFloor->model;
				tempsec.floorplane = *fakeFloor->top.plane;
				tempsec.ceilingplane = *fakeFloor->bottom.plane;
				if ((!(fakeFloor->flags & FF_THISINSIDE) && !(fakeFloor->flags & FF_INVERTSECTOR)) ||
					(fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR))
				{
					tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
					position = sector_t::floor;
				} else position = sector_t::ceiling;
				frontsector = &tempsec;

				tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
				if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
				{
					light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
					basecolormap = light->extra_colormap;
					ceilinglightlevel = *light->p_lightlevel;
				}
				tempsec.ceilingplane.ChangeHeight(1 / 65536.);

				floorplane = NULL;
				ceilingplane = R_FindPlane(frontsector->ceilingplane,		// killough 3/8/98
					frontsector->GetTexture(sector_t::ceiling),
					ceilinglightlevel + r_actualextralight,				// killough 4/11/98
					frontsector->GetAlpha(sector_t::ceiling),
					!!(fakeFloor->flags & FF_ADDITIVETRANS),
					frontsector->planes[position].xform,
					frontsector->sky,
					NULL);

				R_FakeDrawLoop(sub);
				fake3D = 0;
				frontsector = sub->sector;
			}
		}
		fakeFloor = NULL;
		floorplane = backupfp;
		ceilingplane = backupcp;
	}

	basecolormap = frontsector->ColorMap;
	floorlightlevel = fll;
	ceilinglightlevel = cll;

	// killough 9/18/98: Fix underwater slowdown, by passing real sector 
	// instead of fake one. Improve sprite lighting by basing sprite
	// lightlevels on floor & ceiling lightlevels in the surrounding area.
	// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
	// it, otherwise they are lit by the floor.
	R_AddSprites (sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ?
		ceilinglightlevel : floorlightlevel, FakeSide);

	// [RH] Add particles
	if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
	{ // Only do it for the main BSP.
		int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
		for (WORD i = ParticlesInSubsec[(unsigned int)(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
		{
			R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide);
		}
	}

	count = sub->numlines;
	line = sub->firstline;

	while (count--)
	{
		if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
		{
			// kg3D - fake planes bounding calculation
			if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
			{
				backupfp = floorplane;
				backupcp = ceilingplane;
				floorplane = NULL;
				ceilingplane = NULL;
				for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
				{
					fakeFloor = line->backsector->e->XFloor.ffloors[i];
					if (!(fakeFloor->flags & FF_EXISTS)) continue;
					if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
					if (!fakeFloor->model) continue;
					fake3D = FAKE3D_FAKEBACK;
					tempsec = *fakeFloor->model;
					tempsec.floorplane = *fakeFloor->top.plane;
					tempsec.ceilingplane = *fakeFloor->bottom.plane;
					backsector = &tempsec;
					if (fakeFloor->validcount != validcount)
					{
						fakeFloor->validcount = validcount;
						R_3D_NewClip();
					}
					if (frontsector->CenterFloor() >= backsector->CenterFloor())
					{
						fake3D |= FAKE3D_CLIPBOTFRONT;
					}
					if (frontsector->CenterCeiling() <= backsector->CenterCeiling())
					{
						fake3D |= FAKE3D_CLIPTOPFRONT;
					}
					R_AddLine(line); // fake
				}
				fakeFloor = NULL;
				fake3D = 0;
				floorplane = backupfp;
				ceilingplane = backupcp;
			}
			R_AddLine (line); // now real
		}
		line++;
	}
	if (outersubsector)
	{
		InSubsector = NULL;
	}
}