Esempio n. 1
0
void GLWall::RenderTextured(int rflags)
{
	int tmode = gl_RenderState.GetTextureMode();
	int rel = rellight + getExtraLight();

	if (flags & GLWF_GLOW)
	{
		gl_RenderState.EnableGlow(true);
		gl_RenderState.SetGlowPlanes(topplane, bottomplane);
		gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
	}
	gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);

	if (type == RENDERWALL_M2SNF)
	{
		if (flags & GLT_CLAMPY)
		{
			if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
		}
		gl_SetFog(255, 0, NULL, false);
	}

	float absalpha = fabsf(alpha);
	if (lightlist == NULL)
	{
		gl_SetColor(lightlevel, rel, Colormap, absalpha);
		if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
		RenderWall(rflags);
	}
	else
	{
		gl_RenderState.EnableSplit(true);

		for (unsigned i = 0; i < lightlist->Size(); i++)
		{
			secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
			// this must use the exact same calculation method as GLWall::Process etc.
			float low1 = lowplane.ZatPoint(vertexes[0]);
			float low2 = lowplane.ZatPoint(vertexes[1]);

			if (low1 < ztop[0] || low2 < ztop[1])
			{
				int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
				FColormap thiscm;
				thiscm.FadeColor = Colormap.FadeColor;
				thiscm.CopyFrom3DLight(&(*lightlist)[i]);
				gl_SetColor(thisll, rel, thiscm, absalpha);
				if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
				gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
				RenderWall(rflags);
			}
			if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
		}

		gl_RenderState.EnableSplit(false);
	}
	gl_RenderState.SetTextureMode(tmode);
	gl_RenderState.EnableGlow(false);
}
Esempio n. 2
0
void GLEEHorizonPortal::DrawContents()
{
	PortalAll.Clock();
	sector_t *sector = portal->mOrigin;
	if (sector->GetTexture(sector_t::floor) == skyflatnum ||
		sector->GetTexture(sector_t::ceiling) == skyflatnum)
	{
		GLSkyInfo skyinfo;
		skyinfo.init(sector->sky, 0);
		GLSkyPortal sky(&skyinfo, true);
		sky.DrawContents();
	}
	if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
	{
		GLHorizonInfo horz;
		horz.plane.GetFromSector(sector, true);
		horz.lightlevel = gl_ClampLight(sector->GetCeilingLight());
		horz.colormap = sector->ColorMap;
		if (portal->mType == PORTS_PLANE)
		{
			horz.plane.Texheight = ViewPos.Z + fabs(horz.plane.Texheight);
		}
		GLHorizonPortal ceil(&horz, true);
		ceil.DrawContents();
	}
	if (sector->GetTexture(sector_t::floor) != skyflatnum)
	{
		GLHorizonInfo horz;
		horz.plane.GetFromSector(sector, false);
		horz.lightlevel = gl_ClampLight(sector->GetFloorLight());
		horz.colormap = sector->ColorMap;
		if (portal->mType == PORTS_PLANE)
		{
			horz.plane.Texheight = ViewPos.Z - fabs(horz.plane.Texheight);
		}
		GLHorizonPortal floor(&horz, true);
		floor.DrawContents();
	}



}
Esempio n. 3
0
void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
	bool brightflash = false;
	unsigned int i;
	int lightlevel=0;
	FColormap cm;
	sector_t * fakesec, fs;
	AActor * playermo=players[consoleplayer].camera;
	player_t * player=playermo->player;
	
	// this is the same as the software renderer
	if (!player ||
		!r_drawplayersprites ||
		!camera->player ||
		(player->cheats & CF_CHASECAM) || 
		(r_deathcamera && camera->health <= 0))
		return;

	float bobx, boby, wx, wy;
	DPSprite *weapon;

	P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);

	// Interpolate the main weapon layer once so as to be able to add it to other layers.
	if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
	{
		if (weapon->firstTic)
		{
			wx = weapon->x;
			wy = weapon->y;
		}
		else
		{
			wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
			wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
		}
	}
	else
	{
		wx = 0;
		wy = 0;
	}

	if (gl_fixedcolormap) 
	{
		lightlevel=255;
		cm.Clear();
		fakesec = viewsector;
	}
	else
	{
		fakesec    = gl_FakeFlat(viewsector, &fs, false);

		// calculate light level for weapon sprites
		lightlevel = gl_ClampLight(fakesec->lightlevel);

		// calculate colormap for weapon sprites
		if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
		{
			TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
			for(i=0;i<lightlist.Size();i++)
			{
				double lightbottom;

				if (i<lightlist.Size()-1) 
				{
					lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos);
				}
				else 
				{
					lightbottom=viewsector->floorplane.ZatPoint(ViewPos);
				}

				if (lightbottom<player->viewz) 
				{
					cm = lightlist[i].extra_colormap;
					lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
					break;
				}
			}
		}
		else 
		{
			cm=fakesec->ColorMap;
			if (glset.nocoloredspritelighting) cm.ClearColor();
		}

		lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);

		if (glset.lightmode == 8)
		{
			// Korshun: the way based on max possible light level for sector like in software renderer.
			float min_L = 36.0 / 31.0 - ((lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
			if (min_L < 0)
				min_L = 0;
			else if (min_L > 1.0)
				min_L = 1.0;

			lightlevel = (1.0 - min_L) * 255;
		}
		else
		{
			lightlevel = (2 * lightlevel + 255) / 3;
		}
		lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos());

	}
	
	// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
	if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
	{
		lightlevel = 255;
	}

	PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
	ThingColor.a = 255;

	visstyle_t vis;

	vis.RenderStyle=playermo->RenderStyle;
	vis.Alpha=playermo->Alpha;
	vis.colormap = NULL;
	if (playermo->Inventory) 
	{
		playermo->Inventory->AlterWeaponSprite(&vis);
		if (vis.colormap >= SpecialColormaps[0].Colormap && 
			vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap && 
			gl_fixedcolormap == CM_DEFAULT)
		{
			// this only happens for Strife's inverted weapon sprite
			vis.RenderStyle.Flags |= STYLEF_InvertSource;
		}
	}

	// Set the render parameters

	int OverrideShader = -1;
	float trans = 0.f;
	if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
	{
		vis.RenderStyle.CheckFuzz();
		if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
		{
			if (gl_fuzztype != 0)
			{
				// Todo: implement shader selection here
				vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
				OverrideShader = gl_fuzztype + 4;
				trans = 0.99f;	// trans may not be 1 here
			}
			else
			{
				vis.RenderStyle.BlendOp = STYLEOP_Shadow;
			}
		}
	}

	gl_SetRenderStyle(vis.RenderStyle, false, false);

	if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
	{
		trans = transsouls;
	}
	else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
	{
		trans = 1.f;
	}
	else if (trans == 0.f)
	{
		trans = vis.Alpha;
	}

	// now draw the different layers of the weapon
	gl_RenderState.EnableBrightmap(true);
	gl_RenderState.SetObjectColor(ThingColor);
	gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
	gl_RenderState.BlendEquation(GL_FUNC_ADD);

	// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
	// light mode here to draw the weapon sprite.
	int oldlightmode = glset.lightmode;
	if (glset.lightmode == 8) glset.lightmode = 2;

	for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
	{
		if (psp->GetState() != nullptr) 
		{
			FColormap cmc = cm;
			int ll = lightlevel;
			if (isBright(psp)) 
			{
				if (fakesec == viewsector || in_area != area_below)	
				{
					cmc.LightColor.r=
					cmc.LightColor.g=
					cmc.LightColor.b=0xff;
				}
				else
				{
					// under water areas keep most of their color for fullbright objects
					cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
					cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
					cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
				}
				ll = 255;
			}
			// set the lighting parameters
			if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
			{
				gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
			}
			else
			{
				if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
				{
					gl_SetDynSpriteLight(playermo, NULL);
				}
				gl_SetColor(ll, 0, cmc, trans, true);
			}

			if (psp->firstTic)
			{ // Can't interpolate the first tic.
				psp->firstTic = false;
				psp->oldx = psp->x;
				psp->oldy = psp->y;
			}

			float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF;
			float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF;

			if (psp->Flags & PSPF_ADDBOB)
			{
				sx += bobx;
				sy += boby;
			}

			if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
			{
				sx += wx;
				sy += wy;
			}


			DrawPSprite(player, psp, sx, sy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
		}
	}
	gl_RenderState.SetObjectColor(0xffffffff);
	gl_RenderState.SetDynLight(0, 0, 0);
	gl_RenderState.EnableBrightmap(false);
	glset.lightmode = oldlightmode;
}
Esempio n. 4
0
//==========================================================================
//
//
//
//==========================================================================
void GLWall::DrawDecal(DBaseDecal *decal)
{
	line_t * line=seg->linedef;
	side_t * side=seg->sidedef;
	int i;
	float zpos;
	int light;
	int rel;
	float a;
	bool flipx, flipy;
	DecalVertex dv[4];
	FTextureID decalTile;
	

	if (decal->RenderFlags & RF_INVISIBLE) return;
	if (type==RENDERWALL_FFBLOCK && gltexture->isMasked()) return;	// No decals on 3D floors with transparent textures.

	//if (decal->sprite != 0xffff)
	{
		decalTile = decal->PicNum;
		flipx = !!(decal->RenderFlags & RF_XFLIP);
		flipy = !!(decal->RenderFlags & RF_YFLIP);
	}
	/*
	else
	{
	decalTile = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].lump[0];
	flipx = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].flip & 1;
	}
	*/

	FTexture *texture = TexMan[decalTile];
	if (texture == NULL) return;

	FMaterial *tex;


	tex = FMaterial::ValidateTexture(texture, true);


	// the sectors are only used for their texture origin coordinates
	// so we don't need the fake sectors for deep water etc.
	// As this is a completely split wall fragment no further splits are
	// necessary for the decal.
	sector_t *frontsector;

	// for 3d-floor segments use the model sector as reference
	if ((decal->RenderFlags&RF_CLIPMASK)==RF_CLIPMID) frontsector=decal->Sector;
	else frontsector=seg->frontsector;

	switch (decal->RenderFlags & RF_RELMASK)
	{
	default:
		// No valid decal can have this type. If one is encountered anyway
		// it is in some way invalid so skip it.
		return;
		//zpos = decal->z;
		//break;

	case RF_RELUPPER:
		if (type!=RENDERWALL_TOP) return;
		if (line->flags & ML_DONTPEGTOP)
		{
			zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
		}
		else
		{
			zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
		}
		break;
	case RF_RELLOWER:
		if (type!=RENDERWALL_BOTTOM) return;
		if (line->flags & ML_DONTPEGBOTTOM)
		{
			zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
		}
		else
		{
			zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
		}
		break;
	case RF_RELMID:
		if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
		if (line->flags & ML_DONTPEGBOTTOM)
		{
			zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
		}
		else
		{
			zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
		}
	}
	
	if (decal->RenderFlags & RF_FULLBRIGHT)
	{
		light = 255;
		rel = 0;
	}
	else
	{
		light = lightlevel;
		rel = rellight + getExtraLight();
	}
	
	FColormap p = Colormap;
	
	if (glset.nocoloredspritelighting)
	{
		p.Decolorize();
	}
	
	
	
	a = decal->Alpha;
	
	// now clip the decal to the actual polygon
	float decalwidth = tex->TextureWidth()  * decal->ScaleX;
	float decalheight= tex->TextureHeight() * decal->ScaleY;
	float decallefto = tex->GetLeftOffset() * decal->ScaleX;
	float decaltopo  = tex->GetTopOffset()  * decal->ScaleY;

	
	float leftedge = glseg.fracleft * side->TexelLength;
	float linelength = glseg.fracright * side->TexelLength - leftedge;

	// texel index of the decal's left edge
	float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx? decalwidth-decallefto : decallefto) - leftedge;

	float left,right;
	float lefttex,righttex;

	// decal is off the left edge
	if (decalpixpos < 0)
	{
		left = 0;
		lefttex = -decalpixpos;
	}
	else
	{
		left = decalpixpos;
		lefttex = 0;
	}
	
	// decal is off the right edge
	if (decalpixpos + decalwidth > linelength)
	{
		right = linelength;
		righttex = right - decalpixpos;
	}
	else
	{
		right = decalpixpos + decalwidth;
		righttex = decalwidth;
	}
	if (right<=left) return;	// nothing to draw

	// one texture unit on the wall as vector
	float vx=(glseg.x2-glseg.x1)/linelength;
	float vy=(glseg.y2-glseg.y1)/linelength;
		
	dv[1].x=dv[0].x=glseg.x1+vx*left;
	dv[1].y=dv[0].y=glseg.y1+vy*left;

	dv[3].x=dv[2].x=glseg.x1+vx*right;
	dv[3].y=dv[2].y=glseg.y1+vy*right;
		
	zpos+= (flipy? decalheight-decaltopo : decaltopo);

	dv[1].z=dv[2].z = zpos;
	dv[0].z=dv[3].z = dv[1].z - decalheight;
	dv[1].v=dv[2].v = tex->GetVT();

	dv[1].u=dv[0].u = tex->GetU(lefttex / decal->ScaleX);
	dv[3].u=dv[2].u = tex->GetU(righttex / decal->ScaleX);
	dv[0].v=dv[3].v = tex->GetVB();


	// now clip to the top plane
	float vzt=(ztop[1]-ztop[0])/linelength;
	float topleft=this->ztop[0]+vzt*left;
	float topright=this->ztop[0]+vzt*right;

	// completely below the wall
	if (topleft<dv[0].z && topright<dv[3].z) 
		return;

	if (topleft<dv[1].z || topright<dv[2].z)
	{
		// decal has to be clipped at the top
		// let texture clamping handle all extreme cases
		dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v;
		dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v;
		dv[1].z=topleft;
		dv[2].z=topright;
	}

	// now clip to the bottom plane
	float vzb=(zbottom[1]-zbottom[0])/linelength;
	float bottomleft=this->zbottom[0]+vzb*left;
	float bottomright=this->zbottom[0]+vzb*right;

	// completely above the wall
	if (bottomleft>dv[1].z && bottomright>dv[2].z) 
		return;

	if (bottomleft>dv[0].z || bottomright>dv[3].z)
	{
		// decal has to be clipped at the bottom
		// let texture clamping handle all extreme cases
		dv[0].v=(dv[1].z-bottomleft)/(dv[1].z-dv[0].z)*(dv[0].v-dv[1].v) + dv[1].v;
		dv[3].v=(dv[2].z-bottomright)/(dv[2].z-dv[3].z)*(dv[3].v-dv[2].v) + dv[2].v;
		dv[0].z=bottomleft;
		dv[3].z=bottomright;
	}


	if (flipx)
	{
		float ur = tex->GetUR();
		for(i=0;i<4;i++) dv[i].u=ur-dv[i].u;
	}
	if (flipy)
	{
		float vb = tex->GetVB();
		for(i=0;i<4;i++) dv[i].v=vb-dv[i].v;
	}

	// calculate dynamic light effect.
	if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
	{
		// Note: This should be replaced with proper shader based lighting.
		double x, y;
		decal->GetXY(seg->sidedef, x, y);
		gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
	}

	// alpha color only has an effect when using an alpha texture.
	if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
	{
		gl_RenderState.SetObjectColor(decal->AlphaColor|0xff000000);
	}




	gl_SetRenderStyle(decal->RenderStyle, false, false);
	gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));


	// If srcalpha is one it looks better with a higher alpha threshold
	if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
	else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);


	gl_SetColor(light, rel, p, a);
	// for additively drawn decals we must temporarily set the fog color to black.
	PalEntry fc = gl_RenderState.GetFogColor();
	if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
	{
		gl_RenderState.SetFog(0,-1);
	}

	FQuadDrawer qd;
	for (i = 0; i < 4; i++)
	{
		qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
	}

	if (lightlist == NULL)
	{
		gl_RenderState.Apply();
		qd.Render(GL_TRIANGLE_FAN);
	}
	else
	{
		for (unsigned k = 0; k < lightlist->Size(); k++)
		{
			secplane_t &lowplane = k == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[k + 1].plane;

			float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
			float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);

			if (low1 < dv[1].z || low2 < dv[2].z)
			{
				int thisll = (*lightlist)[k].caster != NULL ? gl_ClampLight(*(*lightlist)[k].p_lightlevel) : lightlevel;
				FColormap thiscm;
				thiscm.FadeColor = Colormap.FadeColor;
				thiscm.CopyFrom3DLight(&(*lightlist)[k]);
				gl_SetColor(thisll, rel, thiscm, a);
				if (glset.nocoloredspritelighting) thiscm.Decolorize();
				gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
				gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane);

				gl_RenderState.Apply();
				qd.Render(GL_TRIANGLE_FAN);
			}
			if (low1 <= dv[0].z && low2 <= dv[3].z) break;
		}
	}

	rendered_decals++;
	gl_RenderState.SetTextureMode(TM_MODULATE);
	gl_RenderState.SetObjectColor(0xffffffff);
	gl_RenderState.SetFog(fc,-1);
	gl_RenderState.SetDynLight(0,0,0);
}
Esempio n. 5
0
void GLFlat::ProcessSector(sector_t * frontsector)
{
	lightlist_t * light;

#ifdef _DEBUG
	if (frontsector->sectornum==gl_breaksec)
	{
		int a = 0;
	}
#endif

	// Get the real sector for this one.
	sector=&sectors[frontsector->sectornum];	
	extsector_t::xfloor &x = sector->e->XFloor;
	this->sub=NULL;
	dynlightindex = -1;

	byte &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];

	//
	//
	//
	// do floors
	//
	//
	//
	if (frontsector->floorplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) <= FIXED2FLOAT(viewz))
	{
		// process the original floor first.

		srf |= SSRF_RENDERFLOOR;

		lightlevel = gl_ClampLight(frontsector->GetFloorLight());
		Colormap=frontsector->ColorMap;
		if ((stack = (frontsector->portals[sector_t::floor] != NULL)))
		{
			gl_drawinfo->AddFloorStack(sector);
			alpha = frontsector->GetAlpha(sector_t::floor)/65536.0f;
		}
		else
		{
			alpha = 1.0f-frontsector->GetReflect(sector_t::floor);
		}
		if (frontsector->VBOHeightcheck(sector_t::floor))
		{
			vboindex = frontsector->vboindex[sector_t::floor];
		}
		else
		{
			vboindex = -1;
		}

		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->fromsector)	
				&& (light->p_lightlevel != &frontsector->lightlevel))
			{
				lightlevel = *light->p_lightlevel;
			}

			Colormap.CopyLightColor(light->extra_colormap);
		}
		renderstyle = STYLE_Translucent;
		if (alpha!=0.0f) Process(frontsector, false, false);
	}
	
	//
	//
	//
	// do ceilings
	//
	//
	//
	if (frontsector->ceilingplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) >= FIXED2FLOAT(viewz))
	{
		// process the original ceiling first.

		srf |= SSRF_RENDERCEILING;

		lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
		Colormap=frontsector->ColorMap;
		if ((stack = (frontsector->portals[sector_t::ceiling] != NULL))) 
		{
			gl_drawinfo->AddCeilingStack(sector);
			alpha = frontsector->GetAlpha(sector_t::ceiling)/65536.0f;
		}
		else
		{
			alpha = 1.0f-frontsector->GetReflect(sector_t::ceiling);
		}

		if (frontsector->VBOHeightcheck(sector_t::ceiling))
		{
			vboindex = frontsector->vboindex[sector_t::ceiling];
		}
		else
		{
			vboindex = -1;
		}

		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 = *light->p_lightlevel;
			}
			Colormap.CopyLightColor(light->extra_colormap);
		}
		renderstyle = STYLE_Translucent;
		if (alpha!=0.0f) Process(frontsector, true, false);
	}

	//
	//
	//
	// do 3D floors
	//
	//
	//

	stack=false;
	if (x.ffloors.Size())
	{
		player_t * player=players[consoleplayer].camera->player;

		renderflags=SSRF_RENDER3DPLANES;
		srf |= SSRF_RENDER3DPLANES;
		// 3d-floors must not overlap!
		fixed_t lastceilingheight=sector->CenterCeiling();	// render only in the range of the
		fixed_t 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;
		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 && gl_fixedcolormap) continue;
				if (!rover->top.copied && rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
				{
					fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
					if (ff_top<lastceilingheight)
					{
						if (FIXED2FLOAT(viewz) <= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
						{
							SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
							Colormap.FadeColor=frontsector->ColorMap->Fade;
							Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
						}
						lastceilingheight=ff_top;
					}
				}
				if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
				{
					fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
					if (ff_bottom<lastceilingheight)
					{
						if (FIXED2FLOAT(viewz)<=rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
						{
							SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
							Colormap.FadeColor=frontsector->ColorMap->Fade;
							Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
						}
						lastceilingheight=ff_bottom;
						if (rover->alpha<255) lastceilingheight++;
					}
				}
			}
		}
			  
		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 && gl_fixedcolormap) continue;
				if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
				{
					fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
					if (ff_bottom>lastfloorheight || (rover->flags&FF_FIX))
					{
						if (FIXED2FLOAT(viewz) >= rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
						{
							SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
							Colormap.FadeColor=frontsector->ColorMap->Fade;

							if (rover->flags&FF_FIX)
							{
								lightlevel = gl_ClampLight(rover->model->lightlevel);
								Colormap = rover->GetColormap();
							}

							Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
						}
						lastfloorheight=ff_bottom;
					}
				}
				if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
				{
					fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
					if (ff_top>lastfloorheight)
					{
						if (FIXED2FLOAT(viewz) >= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
						{
							SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
							Colormap.FadeColor=frontsector->ColorMap->Fade;
							Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
						}
						lastfloorheight=ff_top;
						if (rover->alpha<255) lastfloorheight--;
					}
				}
			}
		}
	}
}