Split horizon lines for minimal distortion

This commit is contained in:
fickleheart 2020-03-22 12:52:17 -05:00
parent 14d6a01292
commit f9027ccaeb

View file

@ -20,7 +20,6 @@
#include "../doomstat.h"
#define HWRENDER
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_light.h"
@ -711,6 +710,10 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
// Horizon lines
FOutVector horizonpts[6];
float dist, vx, vy;
float x1, y1, xd, yd;
UINT8 numplanes, j;
vertex_t v; // For determining the closest distance from the line to the camera, to split render planes for minimum distortion;
const float renderdist = 30000.0f; // How far out to properly render the plane
const float farrenderdist = 32768.0f; // From here, raise plane to horizon level to fill in the line with some texture distortion
@ -720,42 +723,57 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
{
if (!line->glseg && line->linedef->special == HORIZONSPECIAL && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0)
{
//SETUP3DVERT(horizonpts[1], FIXED_TO_FLOAT(line->v1->x), FIXED_TO_FLOAT(line->v1->y));
//SETUP3DVERT(horizonpts[2], FIXED_TO_FLOAT(line->v2->x), FIXED_TO_FLOAT(line->v2->y));
P_ClosestPointOnLine(viewx, viewy, line->linedef, &v);
dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y));
// Left side
vx = ((polyvertex_t *)line->pv1)->x;
vy = ((polyvertex_t *)line->pv1)->y;
SETUP3DVERT((&horizonpts[1]), vx, vy);
x1 = ((polyvertex_t *)line->pv1)->x;
y1 = ((polyvertex_t *)line->pv1)->y;
xd = ((polyvertex_t *)line->pv2)->x - x1;
yd = ((polyvertex_t *)line->pv2)->y - y1;
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
SETUP3DVERT((&horizonpts[0]), vx, vy);
// Based on the seg length and the distance from the line, split horizon into multiple poly sets to reduce distortion
dist = sqrtf((xd*xd) + (yd*yd)) / dist / 16.0f;
if (dist > 100.0f)
numplanes = 100;
else
numplanes = (UINT8)dist + 1;
// Right side
vx = ((polyvertex_t *)line->pv2)->x;
vy = ((polyvertex_t *)line->pv2)->y;
SETUP3DVERT((&horizonpts[2]), vx, vy);
for (j = 0; j < numplanes; j++)
{
// Left side
vx = x1 + xd * j / numplanes;
vy = y1 + yd * j / numplanes;
SETUP3DVERT((&horizonpts[1]), vx, vy);
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
SETUP3DVERT((&horizonpts[3]), vx, vy);
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
SETUP3DVERT((&horizonpts[0]), vx, vy);
// Horizon fills
vx = (horizonpts[0].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[0].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[5]), vx, vy);
horizonpts[5].y = gr_viewz;
// Right side
vx = x1 + xd * (j+1) / numplanes;
vy = y1 + yd * (j+1) / numplanes;
SETUP3DVERT((&horizonpts[2]), vx, vy);
vx = (horizonpts[3].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[3].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[4]), vx, vy);
horizonpts[4].y = gr_viewz;
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
SETUP3DVERT((&horizonpts[3]), vx, vy);
// Draw
HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags);
// Horizon fills
vx = (horizonpts[0].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[0].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[5]), vx, vy);
horizonpts[5].y = gr_viewz;
vx = (horizonpts[3].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[3].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[4]), vx, vy);
horizonpts[4].y = gr_viewz;
// Draw
HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags);
}
}
}
}