mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- Improved softpoly sprite clipping
This commit is contained in:
parent
a0cc78d6aa
commit
3b8570003a
4 changed files with 50 additions and 18 deletions
|
@ -33,7 +33,7 @@
|
||||||
|
|
||||||
EXTERN_CVAR(Int, r_3dfloors)
|
EXTERN_CVAR(Int, r_3dfloors)
|
||||||
|
|
||||||
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
||||||
{
|
{
|
||||||
RenderPolyPlane plane;
|
RenderPolyPlane plane;
|
||||||
|
|
||||||
|
@ -61,7 +61,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipP
|
||||||
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
|
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
|
||||||
if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
|
if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
|
||||||
{
|
{
|
||||||
plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, false, fakeFloor);
|
plane.Render3DFloor(worldToClip, clipPlane, sub, floorSubsectorDepth, stencilValue, false, fakeFloor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -82,13 +82,13 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipP
|
||||||
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
|
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
|
||||||
if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
|
if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
|
||||||
{
|
{
|
||||||
plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, true, fakeFloor);
|
plane.Render3DFloor(worldToClip, clipPlane, sub, ceilingSubsectorDepth, stencilValue, true, fakeFloor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
|
plane.Render(worldToClip, clipPlane, cull, sub, ceilingSubsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
|
||||||
plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
|
plane.Render(worldToClip, clipPlane, cull, sub, floorSubsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
|
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
|
||||||
|
|
|
@ -30,7 +30,7 @@ class PolyCull;
|
||||||
class RenderPolyPlane
|
class RenderPolyPlane
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct UVTransform
|
struct UVTransform
|
||||||
|
|
|
@ -30,7 +30,6 @@
|
||||||
#include "polyrenderer/poly_renderer.h"
|
#include "polyrenderer/poly_renderer.h"
|
||||||
#include "polyrenderer/scene/poly_light.h"
|
#include "polyrenderer/scene/poly_light.h"
|
||||||
|
|
||||||
CVAR(Bool, r_debug_cull, 0, 0)
|
|
||||||
EXTERN_CVAR(Int, r_portal_recursions)
|
EXTERN_CVAR(Int, r_portal_recursions)
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
@ -92,19 +91,52 @@ void RenderPolyScene::ClearBuffers()
|
||||||
|
|
||||||
void RenderPolyScene::RenderSectors()
|
void RenderPolyScene::RenderSectors()
|
||||||
{
|
{
|
||||||
if (r_debug_cull)
|
int count = (int)Cull.PvsSectors.size();
|
||||||
|
auto subsectors = Cull.PvsSectors.data();
|
||||||
|
|
||||||
|
int nextCeilingZChange = 0;
|
||||||
|
int nextFloorZChange = 0;
|
||||||
|
uint32_t ceilingSubsectorDepth = 0;
|
||||||
|
uint32_t floorSubsectorDepth = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
{
|
{
|
||||||
for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
|
// The software renderer only updates the clipping if the sector height changes.
|
||||||
RenderSubsector(*it);
|
// Find the subsector depths for when that happens.
|
||||||
}
|
if (i == nextCeilingZChange)
|
||||||
else
|
{
|
||||||
{
|
double z = subsectors[i]->sector->ceilingplane.Zat0();
|
||||||
for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
|
nextCeilingZChange++;
|
||||||
RenderSubsector(*it);
|
while (nextCeilingZChange < count)
|
||||||
|
{
|
||||||
|
double nextZ = subsectors[nextCeilingZChange]->sector->ceilingplane.Zat0();
|
||||||
|
if (nextZ > z)
|
||||||
|
break;
|
||||||
|
z = nextZ;
|
||||||
|
nextCeilingZChange++;
|
||||||
|
}
|
||||||
|
ceilingSubsectorDepth = NextSubsectorDepth + nextCeilingZChange - i - 1;
|
||||||
|
}
|
||||||
|
if (i == nextFloorZChange)
|
||||||
|
{
|
||||||
|
double z = subsectors[i]->sector->floorplane.Zat0();
|
||||||
|
nextFloorZChange++;
|
||||||
|
while (nextFloorZChange < count)
|
||||||
|
{
|
||||||
|
double nextZ = subsectors[nextFloorZChange]->sector->floorplane.Zat0();
|
||||||
|
if (nextZ < z)
|
||||||
|
break;
|
||||||
|
z = nextZ;
|
||||||
|
nextFloorZChange++;
|
||||||
|
}
|
||||||
|
floorSubsectorDepth = NextSubsectorDepth + nextFloorZChange - i - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderSubsector(subsectors[i], ceilingSubsectorDepth, floorSubsectorDepth);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderPolyScene::RenderSubsector(subsector_t *sub)
|
void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth)
|
||||||
{
|
{
|
||||||
sector_t *frontsector = sub->sector;
|
sector_t *frontsector = sub->sector;
|
||||||
frontsector->MoreFlags |= SECF_DRAWN;
|
frontsector->MoreFlags |= SECF_DRAWN;
|
||||||
|
@ -147,7 +179,7 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
|
||||||
|
|
||||||
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
|
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
|
||||||
{
|
{
|
||||||
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
|
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, ceilingSubsectorDepth, floorSubsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainBSP)
|
if (mainBSP)
|
||||||
|
|
|
@ -86,7 +86,7 @@ private:
|
||||||
void ClearBuffers();
|
void ClearBuffers();
|
||||||
void RenderPortals(int portalDepth);
|
void RenderPortals(int portalDepth);
|
||||||
void RenderSectors();
|
void RenderSectors();
|
||||||
void RenderSubsector(subsector_t *sub);
|
void RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth);
|
||||||
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||||
void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
|
void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
|
||||||
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
|
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
|
||||||
|
|
Loading…
Reference in a new issue