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OpenGL: Sky culling
Gets rid of stuff being drawn where the sky should be being drawn.
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1 changed files with 75 additions and 0 deletions
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@ -1286,6 +1286,25 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo*
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HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap);
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}
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// HWR_DrawSkyWalls
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// Draw walls into the depth buffer so that anything behind is culled properly
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static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
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{
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HWD.pfnSetTexture(NULL);
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// no texture
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wallVerts[3].t = wallVerts[2].t = 0;
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wallVerts[0].t = wallVerts[1].t = 0;
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wallVerts[0].s = wallVerts[3].s = 0;
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wallVerts[2].s = wallVerts[1].s = 0;
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// set top/bottom coords
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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
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HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
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// PF_Invisible so it's not drawn into the colour buffer
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// PF_NoTexture for no texture
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// PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer
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}
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//
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// HWR_StoreWallRange
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// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
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@ -1674,6 +1693,57 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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Surf.FlatColor.rgba = 0xffffffff;
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}*/
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}
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// Isn't this just the most lovely mess
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if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
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{
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if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
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{
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if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
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HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
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// behind sector is not a thok barrier
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else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
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HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX);
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}
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else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
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{
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if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
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|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
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|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX);
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}
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else // neither sectors are thok barriers
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{
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if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
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|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX);
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}
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}
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// And now for sky floors!
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if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
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{
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if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
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{
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if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
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// behind sector is not a thok barrier
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else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow);
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}
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else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
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{
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if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
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|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
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|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow);
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}
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else // neither sectors are thok barriers
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{
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if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
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|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow);
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}
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}
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}
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else
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{
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@ -1713,6 +1783,11 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
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}
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}
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if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
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HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
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if (gr_frontsector->floorpic == skyflatnum)
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
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}
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