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Fix skywalls in ogl. Similar to c3f6f263
in master.
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parent
8001bb4154
commit
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2 changed files with 152 additions and 88 deletions
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@ -854,7 +854,7 @@ void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfa
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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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void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
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void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
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{
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HWD.pfnSetTexture(NULL);
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// no texture
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@ -863,12 +863,6 @@ void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom,
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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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if (bottom != 0 || top != 0)
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{
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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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}
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HWR_ProjectWall(wallVerts, Surf, PF_Invisible|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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@ -976,6 +970,109 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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worldlow = gr_backsector->floorheight;
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#endif
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// Sky culling
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if (!gr_curline->polyseg) // Don't do it for polyobjects
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gr_frontsector->ceilingpic == skyflatnum)
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{
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if (gr_backsector->ceilingpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
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// backsector is lower
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if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
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&& (worldhigh != worldtop || worldhighslope != worldtopslope))
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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{
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gr_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gr_frontsector->floorpic == skyflatnum)
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{
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if (gr_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
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&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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&& !(gr_sidedef->bottomtexture))
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{
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture))
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{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gr_frontsector->ceilingpic == skyflatnum &&
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@ -1421,86 +1518,6 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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else
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HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
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}
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// Isn't this just the most lovely mess
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if (!gr_curline->polyseg) // Don't do it for polyobjects
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{
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if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
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{
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fixed_t depthwallheight;
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if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
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depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
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else
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depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
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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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{
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if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
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HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
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else
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HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
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}
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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, depthwallheight, INT32_MAX);
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// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
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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, depthwallheight, 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, depthwallheight, 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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fixed_t depthwallheight;
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if (!gr_sidedef->bottomtexture)
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depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
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else
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depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
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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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{
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if (!gr_sidedef->toptexture) // Only extend up if there's no texture
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
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else
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
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}
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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, depthwallheight);
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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, depthwallheight);
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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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&& ABS(gr_backsector->floorheight - gr_frontsector->floorheight) > FRACUNIT*3/2) // don't draw sky walls for VERY thin differences, this makes for horrible looking slopes sometimes!
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
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}
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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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@ -1568,6 +1585,53 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
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}
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}
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else
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{
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#ifdef ESLOPE
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//Set textures properly on single sided walls that are sloped
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wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
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wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
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#else
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// set top/bottom coords
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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
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#endif
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// When there's no midtexture, draw a skywall to prevent rendering behind it
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's
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// a sky flat
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if (!gr_curline->polyseg)
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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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{
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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if (gr_frontsector->floorpic == skyflatnum)
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{
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
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#endif
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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}
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@ -102,7 +102,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
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void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap);
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void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor);
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void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top);
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void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf);
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void HWR_DrawSkyBackground(void);
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#ifdef POLYOBJECTS
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