mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- fixed glitches with some poorly set up sector stack portals.
This commit is contained in:
parent
20f29ab808
commit
af9636b7c3
7 changed files with 182 additions and 220 deletions
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@ -67,7 +67,6 @@ void GLBuffer::Bind()
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void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
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{
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assert(nomap); // once it's mappable, it cannot be recreated anymore.
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Bind();
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if (data != nullptr)
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{
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@ -500,7 +500,7 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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//
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//
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//
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if ((which & SSRF_RENDERFLOOR) && frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z)
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if ((which & SSRF_RENDERFLOOR) && frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z && (!section || !(section->flags & FSection::DONTRENDERFLOOR)))
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{
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// process the original floor first.
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@ -554,9 +554,9 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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//
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// do ceilings
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//
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//
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//
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//
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if ((which & SSRF_RENDERCEILING) && frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z)
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if ((which & SSRF_RENDERCEILING) && frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z && (!section || !(section->flags & FSection::DONTRENDERCEILING)))
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{
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// process the original ceiling first.
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@ -1173,218 +1173,3 @@ void HWDrawInfo::HandleHackedSubsectors()
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SubsectorHacks.Clear();
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}
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// This code was meant to fix the portal in KDIZD's Z1M1, but later versions of that mod do not need it anymore.
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// I am not aware of other portals ever having been set up so badly as this one so it probably is not needed anymore.
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// Even if needed this must be done differently because this code depends on hacking the render data in a bad way.
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#if 0
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//==========================================================================
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//
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// This merges visplanes that lie inside a sector stack together
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// to avoid rendering these unneeded flats
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//
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//==========================================================================
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void HWDrawInfo::AddFloorStack(sector_t * sec)
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{
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FloorStacks.Push(sec);
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}
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void HWDrawInfo::AddCeilingStack(sector_t * sec)
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{
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CeilingStacks.Push(sec);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area)
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{
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// mark it checked
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sub->validcount=validcount;
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// Has a sector stack or skybox itself!
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if (sub->render_sector->GetPortalGroup(sector_t::ceiling) != nullptr) return;
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// Don't bother processing unrendered subsectors
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if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = hw_FakeFlat(sub->render_sector, in_area, false);
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if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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me->ceilingplane != anchor->ceilingplane ||
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me->GetCeilingLight() != anchor->GetCeilingLight() ||
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me->Colormap != anchor->Colormap ||
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me->SpecialColors[sector_t::ceiling] != anchor->SpecialColors[sector_t::ceiling] ||
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me->planes[sector_t::ceiling].xform != anchor->planes[sector_t::ceiling].xform)
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{
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// different visplane so it can't belong to this stack
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return;
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}
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HandledSubsectors.Push (sub);
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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{
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor, in_area);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area)
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{
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// mark it checked
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sub->validcount=validcount;
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// Has a sector stack or skybox itself!
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if (sub->render_sector->GetPortalGroup(sector_t::floor) != nullptr) return;
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// Don't bother processing unrendered subsectors
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if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = hw_FakeFlat(sub->render_sector, in_area, false);
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if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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me->floorplane != anchor->floorplane ||
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me->GetFloorLight() != anchor->GetFloorLight() ||
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me->Colormap != anchor->Colormap ||
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me->SpecialColors[sector_t::floor] != anchor->SpecialColors[sector_t::floor] ||
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me->planes[sector_t::floor].xform != anchor->planes[sector_t::floor].xform)
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{
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// different visplane so it can't belong to this stack
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return;
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}
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HandledSubsectors.Push (sub);
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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{
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor, in_area);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWDrawInfo::ProcessSectorStacks(area_t in_area)
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{
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unsigned int i;
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validcount++;
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for (i=0;i<CeilingStacks.Size (); i++)
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{
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sector_t *sec = hw_FakeFlat(CeilingStacks[i], in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::ceiling);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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subsector_t * sub = sec->subsectors[k];
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if (ss_renderflags[sub->Index()] & SSRF_PROCESSED)
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{
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HandledSubsectors.Clear();
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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{
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec, in_area);
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}
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}
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for(unsigned int j=0;j<HandledSubsectors.Size();j++)
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{
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subsector_t *sub = HandledSubsectors[j];
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ss_renderflags[sub->Index()] &= ~SSRF_RENDERCEILING;
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if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
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{
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BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement);
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}
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AddSubsectorToPortal(portal, sub);
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if (sec->GetAlpha(sector_t::ceiling) != 0 && sec->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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gl_subsectorrendernode * node = NewSubsectorRenderNode();
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node->sub = sub;
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AddOtherCeilingPlane(sec->sectornum, node);
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}
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}
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}
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}
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}
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validcount++;
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for (i=0;i<FloorStacks.Size (); i++)
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{
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sector_t *sec = hw_FakeFlat(FloorStacks[i], in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::floor);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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subsector_t * sub = sec->subsectors[k];
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if (ss_renderflags[sub->Index()] & SSRF_PROCESSED)
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{
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HandledSubsectors.Clear();
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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{
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec, in_area);
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}
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}
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for(unsigned int j=0;j<HandledSubsectors.Size();j++)
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{
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subsector_t *sub = HandledSubsectors[j];
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ss_renderflags[sub->Index()] &= ~SSRF_RENDERFLOOR;
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if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
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{
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BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal->mDisplacement);
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}
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AddSubsectorToPortal(portal, sub);
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if (sec->GetAlpha(sector_t::floor) != 0 && sec->GetTexture(sector_t::floor) != skyflatnum)
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{
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gl_subsectorrendernode * node = NewSubsectorRenderNode();
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node->sub = sub;
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AddOtherFloorPlane(sec->sectornum, node);
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}
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}
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}
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}
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}
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FloorStacks.Clear();
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CeilingStacks.Clear();
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}
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#endif
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@ -163,6 +163,7 @@ private:
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void InitVertexData();
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void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2);
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void PrepareSegs();
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void FloodSectorStacks();
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void InitRenderInfo();
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void FixMinisegReferences();
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void FixHoles();
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@ -35,6 +35,7 @@
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#include "p_setup.h"
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#include "g_levellocals.h"
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#include "maploader.h"
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#include "r_utility.h"
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//==========================================================================
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//
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@ -527,6 +528,175 @@ void MapLoader::PrepareSegs()
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}
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}
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//==========================================================================
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//
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// account for a bug in the original software renderer
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// which did not properly check visplanes for sectors inside a portal sector
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//
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//==========================================================================
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bool CollectSectorStacksCeiling(FSection * section, sector_t * anchor, TArray<FSection *> &HandledSections)
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{
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// mark it checked
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section->validcount = validcount;
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auto me = section->sector; // this is always the render sector.
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if (me != anchor)
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{
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// If the plane doesn't match, this one isn't a candidate.
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if (me->GetHeightSec() ||
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(me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling)) ||
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me->ceilingplane != anchor->ceilingplane ||
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me->GetCeilingLight() != anchor->GetCeilingLight() ||
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me->Colormap != anchor->Colormap ||
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(me->planes[sector_t::ceiling].alpha != 1. && me->planes[sector_t::ceiling].alpha != 0.) ||
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me->SpecialColors[sector_t::ceiling] != anchor->SpecialColors[sector_t::ceiling] ||
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me->planes[sector_t::ceiling].xform != anchor->planes[sector_t::ceiling].xform)
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{
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// different visplane so it can't belong to this stack
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return false;
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}
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// Any non-stacked-sector portal will be rejected, any stacked sector portal will skip processing this subsector.
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auto po = me->GetPortal(sector_t::ceiling);
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if (po->mType != PORTS_SKYVIEWPOINT) // sky is the default for all sectors
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{
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return po->mType == PORTS_STACKEDSECTORTHING;
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}
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}
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for (auto &segment : section->segments)
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{
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if (segment.partner == nullptr) return false;
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auto partner = segment.partner->section;
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if (partner->validcount != validcount)
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{
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// Abort if we found something that doesn't match
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if (!CollectSectorStacksCeiling(partner, anchor, HandledSections))
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{
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if (section->sector != anchor)
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return false;
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}
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}
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}
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HandledSections.Push(section);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool CollectSectorStacksFloor(FSection * section, sector_t * anchor, TArray<FSection *> &HandledSections)
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{
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// mark it checked
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section->validcount = validcount;
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auto me = section->sector; // this is always the render sector.
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if (me != anchor)
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{
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// If the plane doesn't match, this one isn't a candidate.
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if (me->GetHeightSec() ||
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me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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me->floorplane != anchor->floorplane ||
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me->GetFloorLight() != anchor->GetFloorLight() ||
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me->Colormap != anchor->Colormap ||
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(me->planes[sector_t::floor].alpha != 1. && me->planes[sector_t::floor].alpha != 0.) ||
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me->SpecialColors[sector_t::floor] != anchor->SpecialColors[sector_t::floor] ||
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me->planes[sector_t::floor].xform != anchor->planes[sector_t::floor].xform)
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{
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// different visplane so it can't belong to this stack
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return false;
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}
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// Any non-stacked-sector portal will be rejected, any stacked sector portal will skip processing this subsector.
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auto po = me->GetPortal(sector_t::floor);
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if (po->mType != PORTS_SKYVIEWPOINT) // sky is the default for all sectors
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{
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return po->mType == PORTS_STACKEDSECTORTHING;
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}
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}
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for (auto &segment : section->segments)
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{
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if (segment.partner == nullptr) return false;
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auto partner = segment.partner->section;
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if (partner->validcount != validcount)
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{
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// Abort if we found something that doesn't match
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if (!CollectSectorStacksFloor(partner, anchor, HandledSections))
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{
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if (section->sector != anchor)
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return false;
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}
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}
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}
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HandledSections.Push(section);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void MapLoader::FloodSectorStacks()
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{
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for (auto §or : Level->sectors)
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{
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auto po = sector.GetPortal(sector_t::ceiling);
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if (po->mType == PORTS_STACKEDSECTORTHING && sector.planes[sector_t::ceiling].alpha == 0.)
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{
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TArray<FSection *> HandledSections;
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for (auto §ion : Level->sections.SectionsForSector(§or))
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{
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auto size = HandledSections.Size();
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if (!CollectSectorStacksCeiling(§ion, §or, HandledSections))
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{
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// Delete everything that got already collected in this iteration.
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HandledSections.Resize(size);
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}
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}
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for (auto section : HandledSections)
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{
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if (section->sector != §or)
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Printf("Marked section of sector %d for ceiling portal\n", section->sector->Index());
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section->flags |= FSection::DONTRENDERCEILING;
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}
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}
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po = sector.GetPortal(sector_t::floor);
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if (po->mType == PORTS_STACKEDSECTORTHING && sector.planes[sector_t::floor].alpha == 0.)
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{
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TArray<FSection *> HandledSections;
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for (auto §ion : Level->sections.SectionsForSector(§or))
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{
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auto size = HandledSections.Size();
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if (!CollectSectorStacksFloor(§ion, §or, HandledSections))
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{
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// Delete everything that got already collected in this iteration.
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HandledSections.Resize(size);
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}
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}
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for (auto section : HandledSections)
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{
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if (section->sector != §or)
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Printf("Marked section of sector %d for floor portal\n", section->sector->Index());
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section->flags |= FSection::DONTRENDERFLOOR;
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}
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}
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}
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}
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//==========================================================================
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//
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// Initialize the level data for the GL renderer
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@ -538,6 +708,7 @@ void MapLoader::InitRenderInfo()
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PrepareSegs();
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PrepareSectorData();
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InitVertexData();
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FloodSectorStacks();
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TArray<int> checkmap(Level->vertexes.Size());
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memset(checkmap.Data(), -1, sizeof(int)*Level->vertexes.Size());
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for(auto &sec : Level->sectors)
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@ -782,4 +953,3 @@ void MapLoader::FixHoles()
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}
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}
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}
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@ -718,6 +718,7 @@ 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.flags = 0;
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dest.bounds.setEmpty();
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numsegments += group.segments.Size();
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@ -103,6 +103,11 @@ struct FSectionLine
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struct FSection
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{
|
||||
enum
|
||||
{
|
||||
DONTRENDERCEILING = 1,
|
||||
DONTRENDERFLOOR = 2
|
||||
};
|
||||
// tbd: Do we need a list of subsectors here? Ideally the subsectors should not be used anywhere anymore except for finding out where a location is.
|
||||
TArrayView<FSectionLine> segments;
|
||||
TArrayView<side_t *> sides; // contains all sidedefs, including the internal ones that do not make up the outer shape.
|
||||
|
@ -115,6 +120,7 @@ struct FSection
|
|||
int validcount;
|
||||
short mapsection;
|
||||
char hacked; // 1: is part of a render hack
|
||||
char flags;
|
||||
};
|
||||
|
||||
class FSectionContainer
|
||||
|
|
Loading…
Reference in a new issue