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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Fix 3d floor rendering bug
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parent
a74be69371
commit
642cd2b160
8 changed files with 73 additions and 93 deletions
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@ -287,9 +287,6 @@ namespace swrenderer
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// A wall segment will be drawn between start and stop pixels (inclusive).
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bool SWRenderLine::RenderWallSegment(int start, int stop)
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{
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int i;
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bool maskedtexture = false;
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if (!rw_prepped)
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{
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rw_prepped = true;
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@ -320,9 +317,11 @@ namespace swrenderer
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if (markportal)
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{
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draw_segment->drawsegclip.SetTopClip(Thread, start, stop, Thread->OpaquePass->ceilingclip);
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draw_segment->drawsegclip.SetBottomClip(Thread, start, stop, Thread->OpaquePass->floorclip);
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draw_segment->drawsegclip.silhouette = SIL_BOTH;
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}
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else if (mBackSector == NULL)
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else if (!mBackSector)
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{
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draw_segment->drawsegclip.SetTopClip(Thread, start, stop, viewheight);
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draw_segment->drawsegclip.SetBottomClip(Thread, start, stop, -1);
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@ -331,14 +330,12 @@ namespace swrenderer
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else
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{
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// two sided line
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if (mFrontFloorZ1 > mBackFloorZ1 || mFrontFloorZ2 > mBackFloorZ2 ||
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mBackSector->floorplane.PointOnSide(Thread->Viewport->viewpoint.Pos) < 0)
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if (mFrontFloorZ1 > mBackFloorZ1 || mFrontFloorZ2 > mBackFloorZ2 || mBackSector->floorplane.PointOnSide(Thread->Viewport->viewpoint.Pos) < 0)
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{
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draw_segment->drawsegclip.silhouette = SIL_BOTTOM;
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}
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if (mFrontCeilingZ1 < mBackCeilingZ1 || mFrontCeilingZ2 < mBackCeilingZ2 ||
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mBackSector->ceilingplane.PointOnSide(Thread->Viewport->viewpoint.Pos) < 0)
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if (mFrontCeilingZ1 < mBackCeilingZ1 || mFrontCeilingZ2 < mBackCeilingZ2 || mBackSector->ceilingplane.PointOnSide(Thread->Viewport->viewpoint.Pos) < 0)
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{
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draw_segment->drawsegclip.silhouette |= SIL_TOP;
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}
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@ -351,7 +348,6 @@ namespace swrenderer
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//
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// killough 4/7/98: make doorclosed external variable
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{
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if (mDoorClosed || (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2))
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{
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draw_segment->drawsegclip.SetBottomClip(Thread, start, stop, -1);
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@ -362,14 +358,17 @@ namespace swrenderer
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draw_segment->drawsegclip.SetTopClip(Thread, start, stop, viewheight);
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draw_segment->drawsegclip.silhouette |= SIL_TOP;
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}
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}
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if (m3DFloor.type == Fake3DOpaque::Normal)
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{
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if ((mCeilingClipped != ProjectedWallCull::OutsideBelow || !sidedef->GetTexture(side_t::top).isValid()) &&
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(mFloorClipped != ProjectedWallCull::OutsideAbove || !sidedef->GetTexture(side_t::bottom).isValid()) &&
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(WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z))
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{
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if (r_3dfloors)
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{
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if (mBackSector->e && mBackSector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)mBackSector->e->XFloor.ffloors.Size(); i++) {
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for (int i = 0; i < (int)mBackSector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor* rover = mBackSector->e->XFloor.ffloors[i];
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if (rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
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draw_segment->SetHas3DFloorBackSectorWalls();
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@ -378,7 +377,7 @@ namespace swrenderer
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}
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}
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if (mFrontSector->e && mFrontSector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)mFrontSector->e->XFloor.ffloors.Size(); i++) {
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for (int i = 0; i < (int)mFrontSector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor* rover = mFrontSector->e->XFloor.ffloors[i];
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if (rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
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draw_segment->SetHas3DFloorFrontSectorWalls();
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@ -388,34 +387,26 @@ namespace swrenderer
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}
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}
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// allocate space for masked texture tables, if needed
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// [RH] Don't just allocate the space; fill it in too.
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if ((sidedef->GetTexture(side_t::mid).isValid() || draw_segment->Has3DFloorWalls() || IsFogBoundary(mFrontSector, mBackSector)) &&
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(mCeilingClipped != ProjectedWallCull::OutsideBelow || !sidedef->GetTexture(side_t::top).isValid()) &&
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(mFloorClipped != ProjectedWallCull::OutsideAbove || !sidedef->GetTexture(side_t::bottom).isValid()) &&
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(WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z))
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{
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maskedtexture = true;
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if (IsFogBoundary(mFrontSector, mBackSector))
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draw_segment->SetHasFogBoundary();
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// kg3D - backup for mid and fake walls
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draw_segment->drawsegclip.SetBackupClip(Thread, start, stop, Thread->OpaquePass->ceilingclip);
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draw_segment->drawsegclip.bFogBoundary = IsFogBoundary(mFrontSector, mBackSector);
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if (sidedef->GetTexture(side_t::mid).isValid())
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if (mLineSegment->linedef->alpha > 0.0f && sidedef->GetTexture(side_t::mid).isValid())
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{
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FTexture* tex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
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FSoftwareTexture* pic = tex && tex->isValid() ? tex->GetSoftwareTexture() : nullptr;
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if (pic)
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{
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draw_segment->SetHas3DFloorMidTexture();
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draw_segment->SetHasTranslucentMidTexture();
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draw_segment->texcoords.ProjectTranslucent(Thread->Viewport.get(), mFrontSector, mBackSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, pic);
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draw_segment->drawsegclip.silhouette |= SIL_TOP | SIL_BOTTOM;
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}
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}
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if (draw_segment->HasFogBoundary() || draw_segment->HasTranslucentMidTexture() || draw_segment->Has3DFloorWalls())
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{
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draw_segment->drawsegclip.SetBackupClip(Thread, start, stop, Thread->OpaquePass->ceilingclip);
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draw_segment->light = mLight.GetLightPos(start);
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draw_segment->lightstep = mLight.GetLightStep();
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if (draw_segment->drawsegclip.bFogBoundary || draw_segment->texcoords || draw_segment->Has3DFloorWalls())
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{
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Thread->DrawSegments->PushTranslucent(draw_segment);
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}
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}
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@ -435,22 +426,18 @@ namespace swrenderer
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MarkOpaquePassClip(start, stop);
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// save sprite clipping info
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if (((draw_segment->drawsegclip.silhouette & SIL_TOP) || maskedtexture) && draw_segment->drawsegclip.sprtopclip == nullptr)
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bool needcliplists = draw_segment->HasFogBoundary() || draw_segment->HasTranslucentMidTexture() || draw_segment->Has3DFloorWalls();
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if (((draw_segment->drawsegclip.silhouette & SIL_TOP) || needcliplists) && !draw_segment->drawsegclip.sprtopclip)
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{
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draw_segment->drawsegclip.SetTopClip(Thread, start, stop, Thread->OpaquePass->ceilingclip);
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}
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if (((draw_segment->drawsegclip.silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->drawsegclip.sprbottomclip == nullptr)
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if (((draw_segment->drawsegclip.silhouette & SIL_BOTTOM) || needcliplists) && !draw_segment->drawsegclip.sprbottomclip)
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{
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draw_segment->drawsegclip.SetBottomClip(Thread, start, stop, Thread->OpaquePass->floorclip);
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}
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if (maskedtexture && mLineSegment->sidedef->GetTexture(side_t::mid).isValid())
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{
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draw_segment->drawsegclip.silhouette |= SIL_TOP | SIL_BOTTOM;
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}
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RenderMiddleTexture(start, stop);
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RenderTopTexture(start, stop);
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RenderBottomTexture(start, stop);
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@ -90,27 +90,22 @@ namespace swrenderer
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}
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}
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float alpha = (float)MIN(curline->linedef->alpha, 1.);
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bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
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bool visible = alpha > 0.0f;
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if (!visible && !ds->drawsegclip.bFogBoundary && !ds->Has3DFloorWalls())
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if (!ds->HasTranslucentMidTexture() && !ds->HasFogBoundary() && !ds->Has3DFloorWalls())
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{
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return;
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}
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// [RH] Draw fog partition
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if (ds->drawsegclip.bFogBoundary)
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if (ds->HasFogBoundary())
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{
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RenderFogBoundary renderfog;
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renderfog.Render(Thread, x1, x2, ds->drawsegclip, mLight);
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}
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bool notrelevant = false;
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if (ds->texcoords && visible)
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if (ds->HasTranslucentMidTexture())
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notrelevant = RenderWall(ds, x1, x2);
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if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
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if (ds->Has3DFloorWalls())
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{
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Render3DFloorWallRange(ds, x1, x2);
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}
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@ -470,7 +470,6 @@ namespace swrenderer
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this->flipx = flipx;
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CenterX = viewport->CenterX;
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WallTMapScale2 = viewport->WallTMapScale2;
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valid = true;
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}
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float ProjectedWallTexcoords::VStep(int x) const
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@ -75,8 +75,6 @@ namespace swrenderer
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float VStep(int x) const;
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fixed_t UPos(int x) const;
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explicit operator bool() const { return valid; }
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private:
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void Project(RenderViewport* viewport, double walxrepeat, int x1, int x2, const FWallTmapVals& WallT, bool flipx = false);
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@ -85,7 +83,6 @@ namespace swrenderer
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static double GetXScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetYScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
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bool valid = false;
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double CenterX;
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double WallTMapScale2;
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double walxrepeat;
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@ -214,7 +214,6 @@ namespace swrenderer
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draw_segment->drawsegclip.silhouette = SIL_BOTH;
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draw_segment->drawsegclip.SetTopClip(Thread, pl->left, pl->right, ceilingclip);
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draw_segment->drawsegclip.SetBottomClip(Thread, pl->left, pl->right, floorclip);
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draw_segment->drawsegclip.bFogBoundary = false;
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draw_segment->curline = nullptr;
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drawseglist->Push(draw_segment);
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@ -157,13 +157,13 @@ namespace swrenderer
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if (ds->drawsegclip.CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue;
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if (ds->texcoords || ds->drawsegclip.bFogBoundary)
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if (ds->HasTranslucentMidTexture() || ds->Has3DFloorWalls() || ds->HasFogBoundary())
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{
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RenderDrawSegment renderer(Thread);
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renderer.Render(ds, ds->x1, ds->x2, clip3DFloor);
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if (renew)
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{
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ds->drawsegclip.bFogBoundary = false; // don't draw fogboundary again
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ds->ClearFogBoundary(); // don't draw fogboundary again
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ds->drawsegclip.SetRangeUndrawn(ds->x1, ds->x2);
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}
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}
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@ -36,7 +36,6 @@ namespace swrenderer
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void SetRangeUndrawn(int x1, int x2);
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uint8_t silhouette = 0; // 0=none, 1=bottom, 2=top, 3=both
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bool bFogBoundary = false;
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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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@ -61,17 +60,21 @@ namespace swrenderer
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DrawSegmentClipInfo drawsegclip;
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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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bool Has3DFloorMidTexture() const { return (b3DFloorBoundary & 4) == 4; }
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bool HasFogBoundary() const { return (flags & 8) != 0; }
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bool Has3DFloorWalls() const { return (flags & 3) != 0; }
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bool Has3DFloorFrontSectorWalls() const { return (flags & 2) != 0; }
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bool Has3DFloorBackSectorWalls() const { return (flags & 1) != 0; }
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bool HasTranslucentMidTexture() const { return (flags & 4) != 0; }
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void SetHas3DFloorFrontSectorWalls() { b3DFloorBoundary |= 2; }
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void SetHas3DFloorBackSectorWalls() { b3DFloorBoundary |= 1; }
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void SetHas3DFloorMidTexture() { b3DFloorBoundary |= 4; }
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void SetHasFogBoundary() { flags |= 8; }
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void SetHas3DFloorFrontSectorWalls() { flags |= 2; }
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void SetHas3DFloorBackSectorWalls() { flags |= 1; }
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void SetHasTranslucentMidTexture() { flags |= 4; }
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void ClearFogBoundary() { flags &= ~8; } // Note: this shouldn't be needed as fog boundaries should be able to clip same way as 3dfloor walls
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private:
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uint8_t b3DFloorBoundary = 0; // 1=backsector, 2=frontsector, 4=midtexture
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int flags = 0; // 1=backsector, 2=frontsector, 4=midtexture, 8=fogboundary
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};
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struct DrawSegmentGroup
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@ -405,7 +405,7 @@ namespace swrenderer
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DrawSegment *ds = segmentlist->Segment(index);
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// determine if the drawseg obscures the sprite
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if (ds->x1 >= x2 || ds->x2 <= x1 || (!(ds->drawsegclip.silhouette & SIL_BOTH) && !ds->texcoords && !ds->drawsegclip.bFogBoundary))
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if (ds->x1 >= x2 || ds->x2 <= x1 || (!(ds->drawsegclip.silhouette & SIL_BOTH) && !ds->Has3DFloorWalls() && !ds->HasTranslucentMidTexture() && !ds->HasFogBoundary()))
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{
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// does not cover sprite
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continue;
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