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https://git.do.srb2.org/STJr/SRB2.git
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Pushing all my work to make OpenGL consistent with my changes to software's sky so far
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9e4c985d70
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ecf2eed37f
1 changed files with 111 additions and 141 deletions
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@ -1409,9 +1409,9 @@ 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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// HWR_DrawSkyWall
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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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static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
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{
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HWD.pfnSetTexture(NULL);
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// no texture
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@ -1419,9 +1419,7 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
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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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// this no longer sets top/bottom coords, this should be done before caling the function
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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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@ -1542,8 +1540,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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if (gr_backsector)
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{
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INT32 gr_toptexture, gr_bottomtexture;
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INT32 gr_toptexture = 0, gr_bottomtexture = 0;
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// two sided line
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boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
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#ifdef ESLOPE
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SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
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@ -1559,13 +1558,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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if (gr_frontsector->ceilingpic == skyflatnum &&
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gr_backsector->ceilingpic == skyflatnum)
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{
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worldtop = worldhigh;
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bothceilingssky = true;
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//worldtop = worldhigh;
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#ifdef ESLOPE
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worldtopslope = worldhighslope;
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//worldtopslope = worldhighslope;
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#endif
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}
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gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
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if (!bothceilingssky)
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gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
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gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
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// check TOP TEXTURE
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@ -2008,84 +2009,42 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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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 1
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// Sky culling
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// No longer so much a mess as before!
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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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if (gr_frontsector->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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if (gr_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky
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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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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
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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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// And now for sky floors!
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if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
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if (gr_frontsector->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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if (gr_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
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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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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
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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[2].y = wallVerts[3].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); // draw to bottom of map space
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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}
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#endif
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}
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else
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{
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@ -2156,9 +2115,27 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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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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HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
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{
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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
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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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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
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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[2].y = wallVerts[3].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); // draw to bottom of map space
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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}
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@ -2483,54 +2460,38 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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backf1 = backf2 = abacksector->floorheight;
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backc1 = backc2 = abacksector->ceilingheight;
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}
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// now check for closed sectors!
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if (backc1 <= frontf1 && backc2 <= frontf2)
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// properly render skies (consider door "open" if both ceilings are sky)
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if (abacksector->ceilingpic != skyflatnum || afrontsector->ceilingpic != skyflatnum)
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{
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checkforemptylines = false;
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if (!seg->sidedef->toptexture)
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return false;
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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return true;
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}
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if (backf1 >= frontc1 && backf2 >= frontc2)
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{
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checkforemptylines = false;
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if (!seg->sidedef->bottomtexture)
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return false;
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// properly render skies (consider door "open" if both floors are sky):
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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return true;
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}
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if (backc1 <= backf1 && backc2 <= backf2)
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{
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checkforemptylines = false;
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// preserve a kind of transparent door/lift special effect:
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if (backc1 < frontc1 || backc2 < frontc2)
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// now check for closed sectors!
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if (backc1 <= frontf1 && backc2 <= frontf2)
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{
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if (!seg->sidedef->toptexture)
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return false;
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checkforemptylines = false;
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//if (!seg->sidedef->toptexture)
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//return false;
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return true;
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}
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if (backf1 > frontf1 || backf2 > frontf2)
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if (backf1 >= frontc1 && backf2 >= frontc2)
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{
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if (!seg->sidedef->bottomtexture)
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return false;
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checkforemptylines = false;
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//if (!seg->sidedef->bottomtexture)
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//return false;
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return true;
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}
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
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return false;
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return true;
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if (backc1 <= backf1 && backc2 <= backf2)
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{
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// preserve a kind of transparent door/lift special effect:
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if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
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&& ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture))
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{
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checkforemptylines = false;
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return true;
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}
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}
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}
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if (backc1 != frontc1 || backc2 != frontc2
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@ -3008,19 +2969,23 @@ static void HWR_AddLine(seg_t * line)
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SLOPEPARAMS( gr_backsector->c_slope, backc1, backc2, gr_backsector->ceilingheight)
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#undef SLOPEPARAMS
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// Closed door.
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if ((backc1 <= frontf1 && backc2 <= frontf2)
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|| (backf1 >= frontc1 && backf2 >= frontc2))
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if (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)
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{
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goto clipsolid;
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}
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// Closed door.
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if ((backc1 <= frontf1 && backc2 <= frontf2)
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|| (backf1 >= frontc1 && backf2 >= frontc2))
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{
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goto clipsolid;
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}
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// Check for automap fix.
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if (backc1 <= backf1 && backc2 <= backf2
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&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
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&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture)
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&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
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goto clipsolid;
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// Check for automap fix.
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if (backc1 <= backf1 && backc2 <= backf2
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&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
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&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture)
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//&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)
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)
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goto clipsolid;
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}
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// Window.
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if (backc1 != frontc1 || backc2 != frontc2
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@ -3032,17 +2997,22 @@ static void HWR_AddLine(seg_t * line)
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else
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#endif
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{
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// Closed door.
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if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
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gr_backsector->floorheight >= gr_frontsector->ceilingheight)
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goto clipsolid;
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// Check for automap fix.
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if (gr_backsector->ceilingheight <= gr_backsector->floorheight
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&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
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&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture)
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&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
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goto clipsolid;
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if (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)
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{
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// Closed door.
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if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
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gr_backsector->floorheight >= gr_frontsector->ceilingheight)
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goto clipsolid;
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// Check for automap fix.
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if (gr_backsector->ceilingheight <= gr_backsector->floorheight
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&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
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&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture)
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//&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)
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)
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goto clipsolid;
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}
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// Window.
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if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight ||
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