Update Skywall handling

I've tried to make this so it almost never under-compensates, and over-compensates very little where possible.
I don't think it's 1:1 to software's current behaviour, and probably never will be due to software being very strange.
This commit is contained in:
Sryder 2019-06-26 23:17:45 +01:00
parent 414eee58ba
commit c3f6f263d4

View file

@ -1319,7 +1319,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
// HWR_DrawSkyWalls // HWR_DrawSkyWalls
// Draw walls into the depth buffer so that anything behind is culled properly // Draw walls into the depth buffer so that anything behind is culled properly
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top) static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
{ {
HWD.pfnSetTexture(NULL); HWD.pfnSetTexture(NULL);
// no texture // no texture
@ -1327,9 +1327,6 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
wallVerts[0].t = wallVerts[1].t = 0; wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0; wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0; wallVerts[2].s = wallVerts[1].s = 0;
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL); HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
// PF_Invisible so it's not drawn into the colour buffer // PF_Invisible so it's not drawn into the colour buffer
// PF_NoTexture for no texture // PF_NoTexture for no texture
@ -1462,6 +1459,111 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
worldlow = gr_backsector->floorheight; worldlow = gr_backsector->floorheight;
#endif #endif
// Sky culling
if (!gr_curline->polyseg) // Don't do it for polyobjects
{
// Sky Ceilings
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
if (gr_frontsector->ceilingpic == skyflatnum)
{
if (gr_backsector->ceilingpic == skyflatnum)
{
// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
// backsector is lower
if ((worldhigh <= worldtop)
#ifdef ESLOPE
&& (worldhighslope <= worldtopslope)
#endif
)
{
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
else
{
// Only the frontsector is sky, just draw a skywall from the front ceiling
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
else if (gr_backsector->ceilingpic == skyflatnum)
{
// Only the backsector is sky, just draw a skywall from the front ceiling
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
// Sky Floors
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
if (gr_frontsector->floorpic == skyflatnum)
{
if (gr_backsector->floorpic == skyflatnum)
{
// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
// it's higher, also needs to check for bottomtexture as the floors don't usually move down
// when both sides are sky floors
if ((worldlow >= worldbottom)
#ifdef ESLOPE
&& (worldlowslope >= worldbottomslope)
#endif
&& !(gr_sidedef->bottomtexture))
{
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
#else
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
else
{
// Only the backsector has sky, just draw a skywall from the back floor
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture))
{
// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
#else
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
// hack to allow height changes in outdoor areas // hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky // This is what gets rid of the upper textures if there should be sky
if (gr_frontsector->ceilingpic == skyflatnum && if (gr_frontsector->ceilingpic == skyflatnum &&
@ -1914,85 +2016,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
Surf.FlatColor.rgba = 0xffffffff; Surf.FlatColor.rgba = 0xffffffff;
}*/ }*/
} }
// Isn't this just the most lovely mess
if (!gr_curline->polyseg) // Don't do it for polyobjects
{
if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
else
depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
{
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
{
if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
else
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
}
// behind sector is not a thok barrier
else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
}
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
{
if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
}
else // neither sectors are thok barriers
{
if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
}
}
// And now for sky floors!
if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->bottomtexture)
depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
else
depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
{
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
{
if (!gr_sidedef->toptexture) // Only extend up if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
else
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
}
// behind sector is not a thok barrier
else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
{
if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
else // neither sectors are thok barriers
{
if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
}
}
} }
else else
{ {
@ -2060,13 +2083,52 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
} }
} }
else
{
#ifdef ESLOPE
//Set textures properly on single sided walls that are sloped
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
#else
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
#endif
// When there's no midtexture, draw a skywall to prevent rendering behind it
HWR_DrawSkyWall(wallVerts, &Surf);
}
// Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's
// a sky flat
if (!gr_curline->polyseg) if (!gr_curline->polyseg)
{ {
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX); {
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
if (gr_frontsector->floorpic == skyflatnum) if (gr_frontsector->floorpic == skyflatnum)
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom); {
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
#endif
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
HWR_DrawSkyWall(wallVerts, &Surf);
}
} }
} }