mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- fix translucent walls when r_models is enabled
This commit is contained in:
parent
d667a0192a
commit
1d929dd79b
9 changed files with 130 additions and 26 deletions
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@ -346,6 +346,7 @@ namespace swrenderer
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draw_segment->x2 = stop;
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draw_segment->curline = mLineSegment;
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draw_segment->foggy = foggy;
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draw_segment->SubsectorDepth = Thread->OpaquePass->GetSubsectorDepth(mSubsector->Index());
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bool markportal = ShouldMarkPortal();
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@ -497,6 +497,11 @@ namespace swrenderer
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{
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outersubsector = true;
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InSubsector = sub;
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// Mark the visual sorting depth of this subsector
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uint32_t subsectorDepth = (uint32_t)PvsSubsectors.size();
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SubsectorDepths[sub->Index()] = subsectorDepth;
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PvsSubsectors.push_back(sub->Index());
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}
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#ifdef RANGECHECK
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@ -837,6 +842,11 @@ namespace swrenderer
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if (Thread->MainThread)
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WallCycles.Clock();
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for (uint32_t sub : PvsSubsectors)
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SubsectorDepths[sub] = 0xffffffff;
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SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
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PvsSubsectors.clear();
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SeenSpriteSectors.clear();
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SeenActors.clear();
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@ -71,6 +71,8 @@ namespace swrenderer
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void ClearSeenSprites() { SeenSpriteSectors.clear(); SeenActors.clear(); }
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uint32_t GetSubsectorDepth(int index) const { return SubsectorDepths[index]; }
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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@ -97,5 +99,7 @@ namespace swrenderer
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SWRenderLine renderline;
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std::set<sector_t*> SeenSpriteSectors;
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std::set<AActor*> SeenActors;
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std::vector<uint32_t> PvsSubsectors;
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std::vector<uint32_t> SubsectorDepths;
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};
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}
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@ -178,7 +178,7 @@ namespace swrenderer
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MaskedCycles.Clock();
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CollectPortals();
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Thread->SpriteList->Sort();
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Thread->SpriteList->Sort(Thread);
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Thread->DrawSegments->BuildSegmentGroups();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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@ -53,6 +53,8 @@ namespace swrenderer
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int CurrentPortalUniq = 0; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping.
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int SubsectorDepth;
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bool Has3DFloorWalls() const { return b3DFloorBoundary != 0; }
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bool Has3DFloorFrontSectorWalls() const { return (b3DFloorBoundary & 2) == 2; }
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bool Has3DFloorBackSectorWalls() const { return (b3DFloorBoundary & 1) == 1; }
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@ -53,6 +53,22 @@ namespace swrenderer
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{
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if (IsModel())
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{
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// Draw segments behind model
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DrawSegmentList *segmentlist = thread->DrawSegments.get();
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RenderPortal *renderportal = thread->Portal.get();
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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{
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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if (ds->SubsectorDepth >= SubsectorDepth && ds->CurrentPortalUniq == renderportal->CurrentPortalUniq)
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{
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int r1 = MAX<int>(ds->x1, 0);
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int r2 = MIN<int>(ds->x2, viewwidth - 1);
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2, clip3DFloor);
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}
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}
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Render(thread, nullptr, nullptr, 0, 0, clip3DFloor);
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return;
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}
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@ -299,33 +315,52 @@ namespace swrenderer
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RenderPortal *renderportal = thread->Portal.get();
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// Render draw segments behind sprite
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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if (r_models)
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{
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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if (ds->x1 >= x2 || ds->x2 <= x1)
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int subsectordepth = spr->SubsectorDepth;
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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{
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continue;
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}
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float neardepth = MIN(ds->sz1, ds->sz2);
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float fardepth = MAX(ds->sz1, ds->sz2);
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// Check if sprite is in front of draw seg:
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if ((!spr->IsWallSprite() && neardepth > spr->depth) || ((spr->IsWallSprite() || fardepth > spr->depth) &&
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(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
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(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
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{
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq)
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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if (ds->SubsectorDepth >= subsectordepth && ds->CurrentPortalUniq == renderportal->CurrentPortalUniq)
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{
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int r1 = MAX<int>(ds->x1, x1);
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int r2 = MIN<int>(ds->x2, x2);
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int r1 = MAX<int>(ds->x1, 0);
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int r2 = MIN<int>(ds->x2, viewwidth - 1);
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2, clip3DFloor);
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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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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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{
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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if (ds->x1 >= x2 || ds->x2 <= x1)
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{
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continue;
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}
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float neardepth = MIN(ds->sz1, ds->sz2);
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float fardepth = MAX(ds->sz1, ds->sz2);
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// Check if sprite is in front of draw seg:
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if ((!spr->IsWallSprite() && neardepth > spr->depth) || ((spr->IsWallSprite() || fardepth > spr->depth) &&
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(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
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(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
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{
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq)
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{
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int r1 = MAX<int>(ds->x1, x1);
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int r2 = MIN<int>(ds->x2, x2);
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2, clip3DFloor);
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}
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}
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}
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}
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for (unsigned int groupIndex = 0; groupIndex < segmentlist->SegmentGroups.Size(); groupIndex++)
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{
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@ -43,10 +43,9 @@ namespace swrenderer
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bool IsCurrentPortalUniq(int portalUniq) const { return CurrentPortalUniq == portalUniq; }
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const FVector3 &WorldPos() const { return gpos; }
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double SortDist2D() const { return DVector2(deltax, deltay).LengthSquared(); }
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float SortDist() const { return idepth; }
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float DrawSegDepth() const { return depth; }
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int SubsectorDepth;
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protected:
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virtual bool IsParticle() const { return false; }
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@ -59,7 +59,7 @@ namespace swrenderer
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Sprites.Push(sprite);
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}
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void VisibleSpriteList::Sort()
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void VisibleSpriteList::Sort(RenderThread *thread)
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{
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unsigned int first = StartIndices.Size() == 0 ? 0 : StartIndices.Last();
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unsigned int count = Sprites.Size() - first;
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@ -83,9 +83,59 @@ namespace swrenderer
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SortedSprites[i] = Sprites[first + count - i - 1];
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}
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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if (r_models) // To do: only do this if models are spotted - just in case there's some lame renderhack somewhere that relies on Carmacks algorithm
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{
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return a->SortDist() > b->SortDist();
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});
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for (unsigned int i = 0; i < count; i++)
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{
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FVector2 worldPos = SortedSprites[i]->WorldPos().XY();
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SortedSprites[i]->SubsectorDepth = FindSubsectorDepth(thread, { worldPos.X, worldPos.Y });
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}
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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if (a->SubsectorDepth != b->SubsectorDepth)
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return a->SubsectorDepth < b->SubsectorDepth;
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else
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return a->SortDist() > b->SortDist();
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});
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}
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else
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{
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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return a->SortDist() > b->SortDist();
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});
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}
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}
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uint32_t VisibleSpriteList::FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos)
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{
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if (level.nodes.Size() == 0)
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{
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subsector_t *sub = &level.subsectors[0];
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return thread->OpaquePass->GetSubsectorDepth(sub->Index());
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}
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else
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{
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return FindSubsectorDepth(thread, worldPos, level.HeadNode());
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}
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}
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uint32_t VisibleSpriteList::FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos, void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int side = (worldPos | planeNormal) > planeD;
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node = bsp->children[side];
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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return thread->OpaquePass->GetSubsectorDepth(sub->Index());
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}
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}
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@ -12,11 +12,14 @@ namespace swrenderer
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void PushPortal();
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void PopPortal();
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void Push(VisibleSprite *sprite);
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void Sort();
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void Sort(RenderThread *thread);
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TArray<VisibleSprite *> SortedSprites;
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private:
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uint32_t FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos);
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uint32_t FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos, void *node);
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TArray<VisibleSprite *> Sprites;
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TArray<unsigned int> StartIndices;
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};
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