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https://github.com/ZDoom/gzdoom-gles.git
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- 3d floor clipping support for models
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parent
49c9de350f
commit
b27655db70
3 changed files with 50 additions and 8 deletions
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@ -67,7 +67,7 @@ namespace swrenderer
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void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor)
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{
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SWModelRenderer renderer(thread);
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SWModelRenderer renderer(thread, clip3DFloor);
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renderer.RenderModel(x, y, z, smf, actor);
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}
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@ -75,13 +75,13 @@ namespace swrenderer
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void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy)
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{
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SWModelRenderer renderer(thread);
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SWModelRenderer renderer(thread, Fake3DTranslucent());
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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}
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/////////////////////////////////////////////////////////////////////////////
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SWModelRenderer::SWModelRenderer(RenderThread *thread) : Thread(thread)
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SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor) : Thread(thread), Clip3DFloor(clip3DFloor)
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{
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if (polymodelsInUse)
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{
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@ -94,6 +94,39 @@ namespace swrenderer
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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ClipTop = {};
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ClipBottom = {};
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if (Clip3DFloor.clipTop || Clip3DFloor.clipBottom)
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{
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// Convert 3d floor clipping planes from world to object space
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VSMatrix inverseMat;
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const_cast<VSMatrix &>(objectToWorldMatrix).inverseMatrix(inverseMat);
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Mat4f worldToObject;
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inverseMat.copy(worldToObject.Matrix);
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// Note: Y and Z is swapped here
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Vec4f one = worldToObject * Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
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Vec4f zero = worldToObject * Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
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Vec4f up = { one.X - zero.X, one.Y - zero.Y, one.Z - zero.Z };
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if (Clip3DFloor.clipTop)
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{
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Vec4f p = worldToObject * Vec4f(0.0f, Clip3DFloor.sclipTop, 0.0f, 1.0f);
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float d = up.X * p.X + up.Y * p.Y + up.Z * p.Z;
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ClipTop = { -up.X, -up.Y, -up.Z, d };
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}
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if (Clip3DFloor.clipBottom)
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{
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Vec4f p = worldToObject * Vec4f(0.0f, Clip3DFloor.sclipBottom, 0.0f, 1.0f);
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float d = up.X * p.X + up.Y * p.Y + up.Z * p.Z;
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ClipBottom = { up.X, up.Y, up.Z, -d };
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}
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}
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SetTransform();
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}
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@ -154,6 +187,8 @@ namespace swrenderer
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{
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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ClipTop = {};
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ClipBottom = {};
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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}
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@ -198,7 +233,6 @@ namespace swrenderer
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::TextureOpaque);
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if (Thread->Viewport->RenderTarget->IsBgra())
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@ -209,6 +243,10 @@ namespace swrenderer
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetClipPlane(1, ClipTop);
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args.SetClipPlane(2, ClipBottom);
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args.DrawArray(Thread->DrawQueue, VertexBuffer + start, count);
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}
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@ -225,7 +263,6 @@ namespace swrenderer
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::TextureOpaque);
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if (Thread->Viewport->RenderTarget->IsBgra())
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@ -236,6 +273,10 @@ namespace swrenderer
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetClipPlane(1, ClipTop);
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args.SetClipPlane(2, ClipBottom);
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args.DrawElements(Thread->DrawQueue, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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}
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@ -52,7 +52,7 @@ namespace swrenderer
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class SWModelRenderer : public FModelRenderer
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{
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public:
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SWModelRenderer(RenderThread *thread);
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SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor);
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix) override;
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void EndDrawModel(AActor *actor, FSpriteModelFrame *smf) override;
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@ -70,9 +70,11 @@ namespace swrenderer
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void SetTransform();
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RenderThread *Thread = nullptr;
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Fake3DTranslucent Clip3DFloor;
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AActor *ModelActor = nullptr;
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Mat4f ObjectToWorld;
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PolyClipPlane ClipTop, ClipBottom;
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FTexture *SkinTexture = nullptr;
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unsigned int *IndexBuffer = nullptr;
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TriVertex *VertexBuffer = nullptr;
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@ -94,8 +94,7 @@ namespace swrenderer
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(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
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return;
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if (r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player))
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renderHUDModel = true;
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renderHUDModel = r_models && gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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FDynamicColormap *basecolormap;
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CameraLight *cameraLight = CameraLight::Instance();
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