- Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be)

This commit is contained in:
Magnus Norddahl 2018-10-23 07:42:14 +02:00
parent 2ba6148834
commit af9757abaf
2 changed files with 49 additions and 1 deletions

View File

@ -164,7 +164,7 @@ void PolyCull::CullSubsector(subsector_t *sub)
angle_t angle2 = PointToPseudoAngle(line->v1->fX(), line->v1->fY());
angle_t angle1 = PointToPseudoAngle(line->v2->fX(), line->v2->fY());
bool lineVisible = !IsSegmentCulled(angle1, angle2);
if (lineVisible && line->backsector == nullptr)
if (lineVisible && IsBackSectorSolid(line))
{
MarkSegmentCulled(angle1, angle2);
}
@ -182,6 +182,52 @@ void PolyCull::CullSubsector(subsector_t *sub)
SubsectorDepths[sub->Index()] = subsectorDepth;
}
bool PolyCull::IsBackSectorSolid(seg_t *line)
{
// One-sided
if (!line->backsector) return true;
// Portal
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0]) return false;
double frontCeilingZ1 = line->frontsector->ceilingplane.ZatPoint(line->v1);
double frontFloorZ1 = line->frontsector->floorplane.ZatPoint(line->v1);
double frontCeilingZ2 = line->frontsector->ceilingplane.ZatPoint(line->v2);
double frontFloorZ2 = line->frontsector->floorplane.ZatPoint(line->v2);
double backCeilingZ1 = line->backsector->ceilingplane.ZatPoint(line->v1);
double backFloorZ1 = line->backsector->floorplane.ZatPoint(line->v1);
double backCeilingZ2 = line->backsector->ceilingplane.ZatPoint(line->v2);
double backFloorZ2 = line->backsector->floorplane.ZatPoint(line->v2);
// Closed door.
if (backCeilingZ1 <= frontFloorZ1 && backCeilingZ2 <= frontFloorZ2) return true;
if (backFloorZ1 >= frontCeilingZ1 && backFloorZ2 >= frontCeilingZ2) return true;
// properly render skies (consider door "open" if both ceilings are sky)
if (line->backsector->GetTexture(sector_t::ceiling) == skyflatnum && line->frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false;
// if door is closed because back is shut:
if (!(backCeilingZ1 <= backFloorZ1 && backCeilingZ2 <= backFloorZ2)) return false;
// preserve a kind of transparent door/lift special effect:
if (((backCeilingZ1 >= frontCeilingZ1 && backCeilingZ2 >= frontCeilingZ2) || line->sidedef->GetTexture(side_t::top).isValid())
&& ((backFloorZ1 <= frontFloorZ1 && backFloorZ2 <= frontFloorZ2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
return true;
}
return false;
}
bool PolyCull::IsSegmentCulled(angle_t startAngle, angle_t endAngle) const
{
if (startAngle > endAngle)

View File

@ -56,6 +56,8 @@ private:
void MarkViewFrustum();
void InvertSegments();
static bool IsBackSectorSolid(seg_t *line);
bool IsSegmentCulled(angle_t angle1, angle_t angle2) const;
void CullNode(void *node);