mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Clean up plane rendering code slightly
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parent
fbaa3e7cb0
commit
393373a661
2 changed files with 111 additions and 100 deletions
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@ -118,7 +118,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClip
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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lightlevel = clamp(lightlevel + actualextralight, 0, 255);
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UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
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PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
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if (ceiling)
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@ -126,7 +126,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClip
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1), xform);
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vertices[sub->numlines - 1 - i] = xform.GetVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1));
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}
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}
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else
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@ -134,7 +134,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClip
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1), xform);
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vertices[i] = xform.GetVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1));
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}
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}
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@ -286,7 +286,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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#endif
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}
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UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
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PolyPlaneUVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
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@ -295,7 +295,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1), transform);
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vertices[sub->numlines - 1 - i] = transform.GetVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
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}
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}
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else
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@ -303,7 +303,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1), transform);
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vertices[i] = transform.GetVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
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}
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}
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@ -356,97 +356,92 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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args.SetWriteDepth(false);
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args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
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for (uint32_t i = 0; i < sub->numlines; i++)
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RenderSkyWalls(args, sub, frontsector, portal, polyportal, ceiling, skyHeight, transform);
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}
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}
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void RenderPolyPlane::RenderSkyWalls(PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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TriVertex *wallvert = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
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seg_t *line = &sub->firstline[i];
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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if (line->backsector)
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{
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TriVertex *wallvert = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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seg_t *line = &sub->firstline[i];
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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if (line->backsector)
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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if (ceiling && bothSkyCeiling && closedSector)
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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if (ceiling && bothSkyCeiling && closedSector)
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{
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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else if (bothSkyCeiling)
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{
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continue;
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}
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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else if (portal && line->linedef && line->linedef->special == Line_Horizon)
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else if (bothSkyCeiling)
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{
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// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
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skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
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skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
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continue;
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}
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}
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else if (portal && line->linedef && line->linedef->special == Line_Horizon)
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{
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// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
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skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
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skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
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}
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if (ceiling)
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{
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wallvert[0] = PlaneVertex(line->v1, skyHeight, transform);
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wallvert[1] = PlaneVertex(line->v2, skyHeight, transform);
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wallvert[2] = PlaneVertex(line->v2, skyBottomz2, transform);
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wallvert[3] = PlaneVertex(line->v1, skyBottomz1, transform);
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}
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else
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1), transform);
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wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2), transform);
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wallvert[2] = PlaneVertex(line->v2, skyHeight, transform);
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wallvert[3] = PlaneVertex(line->v1, skyHeight, transform);
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}
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if (ceiling)
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{
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wallvert[0] = transform.GetVertex(line->v1, skyHeight);
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wallvert[1] = transform.GetVertex(line->v2, skyHeight);
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wallvert[2] = transform.GetVertex(line->v2, skyBottomz2);
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wallvert[3] = transform.GetVertex(line->v1, skyBottomz1);
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}
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else
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{
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wallvert[0] = transform.GetVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
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wallvert[1] = transform.GetVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
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wallvert[2] = transform.GetVertex(line->v2, skyHeight);
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wallvert[3] = transform.GetVertex(line->v1, skyHeight);
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}
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args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
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if (portal)
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{
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polyportal->Shape.push_back({ wallvert, 4, ccw });
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}
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args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
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if (portal)
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{
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polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() });
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}
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}
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}
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TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, double height, const UVTransform &transform)
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)height;
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v.w = 1.0f;
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v.u = transform.GetU(v.x, v.y);
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v.v = transform.GetV(v.x, v.y);
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return v;
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}
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyPlane::UVTransform::UVTransform(const FTransform &transform, FTexture *tex)
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PolyPlaneUVTransform::PolyPlaneUVTransform(const FTransform &transform, FTexture *tex)
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{
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if (tex)
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{
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@ -471,12 +466,24 @@ RenderPolyPlane::UVTransform::UVTransform(const FTransform &transform, FTexture
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}
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}
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float RenderPolyPlane::UVTransform::GetU(float x, float y) const
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TriVertex PolyPlaneUVTransform::GetVertex(vertex_t *v1, double height) const
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)height;
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v.w = 1.0f;
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v.u = GetU(v.x, v.y);
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v.v = GetV(v.x, v.y);
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return v;
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}
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float PolyPlaneUVTransform::GetU(float x, float y) const
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{
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return (xOffs + x * cosine - y * sine) * xscale;
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}
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float RenderPolyPlane::UVTransform::GetV(float x, float y) const
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float PolyPlaneUVTransform::GetV(float x, float y) const
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{
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return (yOffs - x * sine - y * cosine) * yscale;
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}
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@ -27,6 +27,24 @@
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class PolyDrawSectorPortal;
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class PolyCull;
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class PolyPlaneUVTransform
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{
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public:
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PolyPlaneUVTransform(const FTransform &transform, FTexture *tex);
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TriVertex GetVertex(vertex_t *v1, double height) const;
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private:
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float GetU(float x, float y) const;
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float GetV(float x, float y) const;
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float xscale;
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float yscale;
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float cosine;
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float sine;
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float xOffs, yOffs;
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};
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class RenderPolyPlane
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{
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public:
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@ -34,21 +52,7 @@ public:
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static void Render3DPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue);
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private:
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struct UVTransform
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{
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UVTransform(const FTransform &transform, FTexture *tex);
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float GetU(float x, float y) const;
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float GetV(float x, float y) const;
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float xscale;
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float yscale;
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float cosine;
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float sine;
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float xOffs, yOffs;
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};
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void Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, F3DFloor *fakefloor);
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void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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TriVertex PlaneVertex(vertex_t *v1, double height, const UVTransform &transform);
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void RenderSkyWalls(PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform);
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};
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