void R_Subsector (int num) { int count; seg_t *line; subsector_t *sub; int polyCount; seg_t **polySeg; #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i",num, numsubsectors); #endif sscount++; sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[sub->firstline]; if(frontsector->floorheight < viewz) { floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, frontsector->lightlevel, frontsector->special); } else { floorplane = NULL; } if(frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, frontsector->lightlevel, 0); } else { ceilingplane = NULL; } R_AddSprites(frontsector); if(sub->poly) { // Render the polyobj in the subsector first polyCount = sub->poly->numsegs; polySeg = sub->poly->segs; while(polyCount--) { R_AddLine(*polySeg++); } } while (count--) { R_AddLine (line); line++; } }
// // R_AddPolyObjects // // haleyjd 02/19/06 // Adds all segs in all polyobjects in the given subsector. // static void R_AddPolyObjects(subsector_t *sub) { polyobj_t *po = sub->polyList; size_t i, j; numpolys = 0; // count polyobjects while (po) { ++numpolys; po = (polyobj_t *)(po->link.next); } // sort polyobjects R_SortPolyObjects(sub); // render polyobjects for (i = 0; i < numpolys; ++i) { qsort(po_ptrs[i]->segs, po_ptrs[i]->segCount, sizeof(seg_t *), R_PolysegCompare); for (j = 0; j < po_ptrs[i]->segCount; ++j) R_AddLine(po_ptrs[i]->segs[j]); } }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // static void R_Subsector(int num) { subsector_t *sub = &subsectors[num]; 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 int count = sub->numlines; seg_t *line = &segs[sub->firstline]; frontsector = sub->sector; // [AM] Interpolate sector movement. Usually only needed // when you're standing inside the sector. R_MaybeInterpolateSector(frontsector); // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); floorplane = (frontsector->interpfloorheight < viewz // killough 3/7/98 || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum) ? R_FindPlane(frontsector->interpfloorheight, (frontsector->floorpic == skyflatnum // killough 10/98 && (frontsector->sky & PL_SKYFLAT) ? frontsector->sky : frontsector->floorpic), floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs) : NULL); ceilingplane = (frontsector->interpceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum) ? R_FindPlane(frontsector->interpceilingheight, // killough 3/8/98 (frontsector->ceilingpic == skyflatnum // killough 10/98 && (frontsector->sky & PL_SKYFLAT) ? frontsector->sky : frontsector->ceilingpic), ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs) : NULL); // 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. // // 10/98 killough: // // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! // That is part of the 242 effect!!! If you simply pass sub->sector to // the old code you will not get correct lighting for underwater sprites!!! // Either you must pass the fake sector and handle validcount here, on the // real sector, or you must account for the lighting in some other way, // like passing it as an argument. if (sub->sector->validcount != validcount) { sub->sector->validcount = validcount; R_AddSprites(sub->sector, floorlightlevel); } while (count--) R_AddLine(line++); }
static void R_Subsector(int num) { subsector_t *sub = &subsectors[num]; int count = sub->numlines; seg_t *line = &segs[sub->firstline]; sector_t tempsec; int floorlightlevel; int ceilinglightlevel; frontsector = sub->sector; frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false); floorplane = frontsector->floorheight < viewz || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorheight, frontsector->floorpic == skyflatnum && frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, frontsector->floor_xoffs, frontsector->floor_yoffs) : NULL; ceilingplane = frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic == skyflatnum && frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs) : NULL; R_AddSprites(sub, (floorlightlevel + ceilinglightlevel) / 2); while (count--) { if (line->miniseg == false) R_AddLine(line); line++; curline = NULL; } }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector (int num) { int count; seg_t* line; subsector_t* sub; #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sscount++; sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[sub->firstline]; // [AM] Interpolate sector movement. Usually only needed // when you're standing inside the sector. R_MaybeInterpolateSector(frontsector); if (frontsector->interpfloorheight < viewz) { floorplane = R_FindPlane(frontsector->interpfloorheight, frontsector->floorpic, frontsector->lightlevel); } else floorplane = NULL; if (frontsector->interpceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane(frontsector->interpceilingheight, frontsector->ceilingpic, frontsector->lightlevel); } else ceilingplane = NULL; R_AddSprites (frontsector); while (count--) { R_AddLine (line); line++; } }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector(int num, vector<SegInfo>& segInfo, int parentIdx) { int count; seg_t* line; subsector_t* sub; #ifdef RANGECHECK if (num >= numsubsectors) I_Error("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sscount++; sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[sub->firstline]; if (frontsector->floorheight < viewz) { floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, frontsector->lightlevel); } else floorplane = NULL; if (frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, frontsector->lightlevel); } else ceilingplane = NULL; R_AddSprites(frontsector); while (count--) { R_AddLine(line, segInfo, parentIdx); line++; } }
// kg3D - add fake segs, never rendered void R_FakeDrawLoop(subsector_t *sub) { int count; seg_t* line; count = sub->numlines; line = sub->firstline; while (count--) { if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ)) { R_AddLine (line); } line++; } }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector (int num) { int count; int firstline; int i; subsector_t* sub; seg_t *seg; sscount++; sub = P_GetSubsector(num); frontsector = sub->sector; count = sub->numlines; firstline = sub->firstline; if (frontsector->floorheight < viewz) { floorplane = R_FindPlane (frontsector->floorheight, frontsector->floorpic, frontsector->lightlevel); } else floorplane = NULL; if (frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane (frontsector->ceilingheight, frontsector->ceilingpic, frontsector->lightlevel); } else ceilingplane = NULL; R_AddSprites (frontsector); for (i = 0;i < count;i++) { seg = P_GetSeg(firstline + i); R_AddLine (seg); } }
static void R_Subsector(int num) { int count; seg_t *line; subsector_t *sub; 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 #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[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 // killough 3/7/98: Add (x,y) offsets to flats, add deep water check // killough 3/16/98: add floorlightlevel floorplane = frontsector->floorheight < viewz || // killough 3/7/98 (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorheight, frontsector->floorpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs ) : NULL; ceilingplane = frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingheight, // killough 3/8/98 frontsector->ceilingpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs ) : NULL; // 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. // // 10/98 killough: // // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! // That is part of the 242 effect!!! If you simply pass sub->sector to // the old code you will not get correct lighting for underwater sprites!!! // Either you must pass the fake sector and handle validcount here, on the // real sector, or you must account for the lighting in some other way, // like passing it as an argument. R_AddSprites(sub->sector, (floorlightlevel+ceilinglightlevel)/2); while (count--) R_AddLine (line++); }
static void R_Subsector(int num) { int count; seg_t *line; subsector_t *sub; 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 sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[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 // 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 floorplane = frontsector->floorheight < viewz || // killough 3/7/98 (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorheight, frontsector->floorpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs ) : NULL; ceilingplane = frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingheight, // killough 3/8/98 frontsector->ceilingpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs ) : NULL; // 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. // // 10/98 killough: // // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! // That is part of the 242 effect!!! If you simply pass sub->sector to // the old code you will not get correct lighting for underwater sprites!!! // Either you must pass the fake sector and handle validcount here, on the // real sector, or you must account for the lighting in some other way, // like passing it as an argument. R_AddSprites(sub, (floorlightlevel+ceilinglightlevel)/2); while (count--) { if (line->miniseg == FALSE) R_AddLine (line); line++; curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so R_ColourMap doesn't try using it for other things */ } }
static void R_Subsector(int num) { int count; seg_t *line; subsector_t *sub; 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 #ifdef GL_DOOM visplane_t dummyfloorplane; visplane_t dummyceilingplane; #endif #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[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 // 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 floorplane = frontsector->floorheight < viewz || // killough 3/7/98 (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorheight, frontsector->floorpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs ) : NULL; ceilingplane = frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingheight, // killough 3/8/98 frontsector->ceilingpic == skyflatnum && // kilough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs ) : NULL; #ifdef GL_DOOM // check if the sector is faked if ((frontsector==sub->sector) && (V_GetMode() == VID_MODEGL)) { // if the sector has bottomtextures, then the floorheight will be set to the // highest surounding floorheight if ((frontsector->no_bottomtextures) || (!floorplane)) { int i=frontsector->linecount; dummyfloorplane.height=INT_MIN; while (i--) { line_t *tmpline=frontsector->lines[i]; if (tmpline->backsector) if (tmpline->backsector != frontsector) if (tmpline->backsector->floorheight>dummyfloorplane.height) { dummyfloorplane.height=tmpline->backsector->floorheight; dummyfloorplane.lightlevel=tmpline->backsector->lightlevel; } if (tmpline->frontsector) if (tmpline->frontsector != frontsector) if (tmpline->frontsector->floorheight>dummyfloorplane.height) { dummyfloorplane.height=tmpline->frontsector->floorheight; dummyfloorplane.lightlevel=tmpline->frontsector->lightlevel; } } if (dummyfloorplane.height!=INT_MIN) floorplane=&dummyfloorplane; } // the same for ceilings. they will be set to the lowest ceilingheight if ((frontsector->no_toptextures) || (!ceilingplane)) { int i=frontsector->linecount; dummyceilingplane.height=INT_MAX; while (i--) { line_t *tmpline=frontsector->lines[i]; if (tmpline->backsector) if (tmpline->backsector != frontsector) if (tmpline->backsector->ceilingheight<dummyceilingplane.height) { dummyceilingplane.height=tmpline->backsector->ceilingheight; dummyceilingplane.lightlevel=tmpline->backsector->lightlevel; } if (tmpline->frontsector) if (tmpline->frontsector != frontsector) if (tmpline->frontsector->ceilingheight<dummyceilingplane.height) { dummyceilingplane.height=tmpline->frontsector->ceilingheight; dummyceilingplane.lightlevel=tmpline->frontsector->lightlevel; } } if (dummyceilingplane.height!=INT_MAX) ceilingplane=&dummyceilingplane; } } #endif // 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. // // 10/98 killough: // // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! // That is part of the 242 effect!!! If you simply pass sub->sector to // the old code you will not get correct lighting for underwater sprites!!! // Either you must pass the fake sector and handle validcount here, on the // real sector, or you must account for the lighting in some other way, // like passing it as an argument. R_AddSprites(sub, (floorlightlevel+ceilinglightlevel)/2); while (count--) { if (line->miniseg == false) R_AddLine (line); line++; curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so R_ColourMap doesn't try using it for other things */ } #ifdef GL_DOOM if (V_GetMode() == VID_MODEGL) gld_AddPlane(num, floorplane, ceilingplane); #endif }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector (int num) { int count; seg_t* line; subsector_t *sub; 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 #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[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 basecolormap = frontsector->ceilingcolormap->maps; ceilingplane = frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec && frontsector->heightsec->floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingheight, // killough 3/8/98 frontsector->ceilingpic == skyflatnum && // killough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs, frontsector->ceiling_xscale, frontsector->ceiling_yscale, frontsector->ceiling_angle + frontsector->base_ceiling_angle ) : NULL; basecolormap = frontsector->floorcolormap->maps; // [RH] set basecolormap // 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 floorplane = frontsector->floorheight < viewz || // killough 3/7/98 (frontsector->heightsec && frontsector->heightsec->ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorheight, frontsector->floorpic == skyflatnum && // killough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs + frontsector->base_floor_yoffs, frontsector->floor_xscale, frontsector->floor_yscale, frontsector->floor_angle + frontsector->base_floor_angle ) : NULL; // [RH] set foggy flag foggy = level.fadeto || frontsector->floorcolormap->fade || frontsector->ceilingcolormap->fade; // 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. R_AddSprites (sub->sector, (floorlightlevel + ceilinglightlevel) / 2); if (sub->poly) { // Render the polyobj in the subsector first int polyCount = sub->poly->numsegs; seg_t **polySeg = sub->poly->segs; while (polyCount--) { R_AddLine (*polySeg++); } } while (count--) { R_AddLine (line++); } }
// // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // void R_Subsector (int num) { int count; seg_t* line; subsector_t *sub; 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 #ifdef RANGECHECK if (num>=numsubsectors) I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[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 basecolormap = frontsector->colormap->maps; ceilingplane = P_CeilingHeight(camera) > viewz || frontsector->ceilingpic == skyflatnum || (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->floorpic == skyflatnum) ? R_FindPlane(frontsector->ceilingplane, // killough 3/8/98 frontsector->ceilingpic == skyflatnum && // killough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->ceilingpic, ceilinglightlevel, // killough 4/11/98 frontsector->ceiling_xoffs, // killough 3/7/98 frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs, frontsector->ceiling_xscale, frontsector->ceiling_yscale, frontsector->ceiling_angle + frontsector->base_ceiling_angle ) : NULL; // 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 floorplane = P_FloorHeight(camera) < viewz || // killough 3/7/98 (frontsector->heightsec && !(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) && frontsector->heightsec->ceilingpic == skyflatnum) ? R_FindPlane(frontsector->floorplane, frontsector->floorpic == skyflatnum && // killough 10/98 frontsector->sky & PL_SKYFLAT ? frontsector->sky : frontsector->floorpic, floorlightlevel, // killough 3/16/98 frontsector->floor_xoffs, // killough 3/7/98 frontsector->floor_yoffs + frontsector->base_floor_yoffs, frontsector->floor_xscale, frontsector->floor_yscale, frontsector->floor_angle + frontsector->base_floor_angle ) : NULL; // [RH] set foggy flag foggy = level.fadeto_color[0] || level.fadeto_color[1] || level.fadeto_color[2] || level.fadeto_color[3] || frontsector->colormap->fade; // 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. R_AddSprites (sub->sector, (floorlightlevel + ceilinglightlevel) / 2, FakeSide); // [RH] Add particles if (r_particles) { for (WORD i = ParticlesInSubsec[num]; i != NO_PARTICLE; i = Particles[i].nextinsubsector) R_ProjectParticle(Particles + i, subsectors[num].sector, FakeSide); } if (sub->poly) { // Render the polyobj in the subsector first int polyCount = sub->poly->numsegs; seg_t **polySeg = sub->poly->segs; while (polyCount--) R_AddLine (*polySeg++); } while (count--) R_AddLine (line++); }
// // 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; } }