mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
- changed the stencil cap drawer to only cover the area which is actually used by the portal.
This will now both exclude floor caps when only ceiling elements are used and everything outside the bounding box of active portal lines. Hopefully this is enough to fix the issues with portal caps but of course it is not foolproof if someone just makes the right setup.
This commit is contained in:
parent
a23d1c2d25
commit
9f6091519f
7 changed files with 83 additions and 24 deletions
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@ -201,7 +201,7 @@ public:
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//private:
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void PutWall(HWDrawInfo *di, bool translucent);
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void PutPortal(HWDrawInfo *di, int ptype);
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void PutPortal(HWDrawInfo *di, int ptype, int plane);
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void CheckTexturePosition(FTexCoordInfo *tci);
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void Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent);
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@ -140,6 +140,14 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
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best = p;
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bestindex = i;
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}
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// If the portal area contains the current camera viewpoint, let's always use it because it's likely to give the largest area.
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if (p->boundingBox.contains(outer_di->Viewpoint.Pos))
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{
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best = p;
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bestindex = i;
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break;
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}
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}
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}
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@ -187,8 +195,27 @@ void HWPortal::DrawPortalStencil(FRenderState &state, int pass)
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{
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// The cap's depth handling needs special treatment so that it won't block further portal caps.
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if (pass == STP_DepthRestore) state.SetDepthRange(1, 1);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILTOP_INDEX, 4, false);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4, false);
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if (planesused & (1 << sector_t::floor))
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{
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auto verts = screen->mVertexData->AllocVertices(4);
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auto ptr = verts.first;
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ptr[0].Set((float)boundingBox.left, -32767.f, (float)boundingBox.top, 0, 0);
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ptr[1].Set((float)boundingBox.right, -32767.f, (float)boundingBox.top, 0, 0);
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ptr[2].Set((float)boundingBox.left, -32767.f, (float)boundingBox.bottom, 0, 0);
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ptr[3].Set((float)boundingBox.right, -32767.f, (float)boundingBox.bottom, 0, 0);
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state.Draw(DT_TriangleStrip, verts.second, 4, false);
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}
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if (planesused & (1 << sector_t::ceiling))
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{
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auto verts = screen->mVertexData->AllocVertices(4);
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auto ptr = verts.first;
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ptr[0].Set((float)boundingBox.left, 32767.f, (float)boundingBox.top, 0, 0);
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ptr[1].Set((float)boundingBox.right, 32767.f, (float)boundingBox.top, 0, 0);
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ptr[2].Set((float)boundingBox.left, 32767.f, (float)boundingBox.bottom, 0, 0);
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ptr[3].Set((float)boundingBox.right, 32767.f, (float)boundingBox.bottom, 0, 0);
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state.Draw(DT_TriangleStrip, verts.second, 4, false);
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}
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if (pass == STP_DepthRestore) state.SetDepthRange(0, 1);
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}
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}
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@ -61,8 +61,10 @@ class HWPortal
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public:
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FPortalSceneState * mState;
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TArray<GLWall> lines;
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BoundingRect boundingBox;
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int planesused = 0;
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HWPortal(FPortalSceneState *s, bool local = false) : mState(s)
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HWPortal(FPortalSceneState *s, bool local = false) : mState(s), boundingBox(false)
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{
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}
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virtual ~HWPortal() {}
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@ -83,6 +85,8 @@ public:
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void AddLine(GLWall * l)
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{
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lines.Push(*l);
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boundingBox.addVertex(l->glseg.x1, l->glseg.y1);
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boundingBox.addVertex(l->glseg.x2, l->glseg.y2);
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}
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@ -122,7 +122,7 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref
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skyinfo.init(sector->sky, Colormap.FadeColor);
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ptype = PORTALTYPE_SKY;
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sky = &skyinfo;
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PutPortal(di, ptype);
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PutPortal(di, ptype, plane);
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}
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else if (sportal != nullptr)
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{
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@ -162,7 +162,7 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref
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}
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if (ptype != -1)
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{
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PutPortal(di, ptype);
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PutPortal(di, ptype, plane);
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}
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}
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@ -197,7 +197,7 @@ void GLWall::SkyLine(HWDrawInfo *di, sector_t *fs, line_t *line)
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ztop[1] = zceil[1];
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zbottom[0] = zfloor[0];
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zbottom[1] = zfloor[1];
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PutPortal(di, ptype);
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PutPortal(di, ptype, -1);
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}
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@ -483,10 +483,10 @@ void GLWall::PutWall(HWDrawInfo *di, bool translucent)
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//
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//==========================================================================
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void GLWall::PutPortal(HWDrawInfo *di, int ptype)
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void GLWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
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{
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auto pstate = screen->mPortalState;
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HWPortal * portal;
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HWPortal * portal = nullptr;
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MakeVertices(di, false);
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switch (ptype)
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@ -532,7 +532,6 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
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case PORTALTYPE_PLANEMIRROR:
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if (pstate->PlaneMirrorMode * planemirror->fC() <= 0)
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{
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//@sync-portal
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planemirror = pstate->UniquePlaneMirrors.Get(planemirror);
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portal = di->FindPortal(planemirror);
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if (!portal)
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@ -588,6 +587,11 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
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break;
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}
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vertcount = 0;
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if (plane != -1 && portal)
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{
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portal->planesused |= (1<<plane);
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}
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}
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//==========================================================================
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@ -849,7 +853,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
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if (di->isFullbrightScene()) hi.colormap.Clear();
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horizon = &hi;
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PutPortal(di, PORTALTYPE_HORIZON);
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PutPortal(di, PORTALTYPE_HORIZON, -1);
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}
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ztop[1] = ztop[0] = zbottom[0];
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}
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@ -878,7 +882,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
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if (di->isFullbrightScene()) hi.colormap.Clear();
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horizon = &hi;
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PutPortal(di, PORTALTYPE_HORIZON);
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PutPortal(di, PORTALTYPE_HORIZON, -1);
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}
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}
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return true;
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@ -1135,7 +1139,7 @@ void GLWall::DoTexture(HWDrawInfo *di, int _type,seg_t * seg, int peg,
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if (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors)
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{
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PutPortal(di, PORTALTYPE_MIRROR);
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PutPortal(di, PORTALTYPE_MIRROR, -1);
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}
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else
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{
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@ -1970,7 +1974,7 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
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ztop[1] = zceil[1];
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zbottom[0] = zfloor[0];
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zbottom[1] = zfloor[1];
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PutPortal(di, PORTALTYPE_LINETOLINE);
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PutPortal(di, PORTALTYPE_LINETOLINE, -1);
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}
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else if (seg->linedef->GetTransferredPortal())
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{
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@ -2077,7 +2081,7 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
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ztop[1] = bch2;
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zbottom[0] = bfh1;
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zbottom[1] = bfh2;
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PutPortal(di, PORTALTYPE_LINETOLINE);
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PutPortal(di, PORTALTYPE_LINETOLINE, -1);
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}
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else if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())
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{
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@ -495,9 +495,9 @@ public:
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auto §ion = sections[i];
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auto &work = triangles[i];
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BoundingRect bounds = { 1e32, 1e32, -1e32, -1e32 };
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BoundingRect loopBounds = { 1e32, 1e32, -1e32, -1e32 };
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BoundingRect outermostBounds = { 1e32, 1e32, -1e32, -1e32 };
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BoundingRect bounds(false);
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BoundingRect loopBounds(false);
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BoundingRect outermostBounds(false);
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unsigned outermoststart = ~0u;
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unsigned loopstart = 0;
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bool ispolyorg = false;
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@ -519,7 +519,7 @@ public:
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outermoststart = loopstart;
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loopstart = i + 1;
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}
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loopBounds = { 1e32, 1e32, -1e32, -1e32 };
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loopBounds.setEmpty();
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}
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}
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work.boundingLoopStart = outermoststart;
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@ -716,7 +716,7 @@ public:
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dest.subsectors.Set(&output.allSubsectors[numsubsectors], group.subsectors.Size());
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dest.vertexindex = -1;
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dest.vertexcount = 0;
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dest.bounds = {1e32, 1e32, -1e32, -1e32};
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dest.bounds.setEmpty();
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numsegments += group.segments.Size();
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if (output.firstSectionForSectorPtr[dest.sector->Index()] == -1)
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@ -25,12 +25,35 @@ struct BoundingRect
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{
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double left, top, right, bottom;
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bool contains(const BoundingRect & other)
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BoundingRect() = default;
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BoundingRect(bool)
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{
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setEmpty();
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}
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void setEmpty()
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{
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left = top = 1e38;
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bottom = right = -1e38;
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}
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bool contains(const BoundingRect & other) const
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{
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return left <= other.left && top <= other.top && right >= other.right && bottom >= other.bottom;
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}
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bool intersects(const BoundingRect & other)
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bool contains(double x, double y) const
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{
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return left <= x && top <= y && right >= x && bottom >= y;
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}
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template <class T>
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bool contains(const T &vec) const
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{
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return left <= vec.X && top <= vec.Y && right >= vec.X && bottom >= vec.Y;
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}
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bool intersects(const BoundingRect & other) const
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{
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return !(other.left > right ||
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other.right < left ||
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if (other.bottom > bottom) bottom = other.bottom;
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}
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double distanceTo(const BoundingRect &other)
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double distanceTo(const BoundingRect &other) const
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{
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if (intersects(other)) return 0;
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return std::max(std::min(fabs(left - other.right), fabs(right - other.left)),
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if (y > bottom) bottom = y;
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}
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bool operator == (const BoundingRect &other)
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bool operator == (const BoundingRect &other) const
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{
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return left == other.left && top == other.top && right == other.right && bottom == other.bottom;
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}
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};
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