mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- Improved transfer heights support in softpoly
This commit is contained in:
parent
10429d4421
commit
e71e4b6dc8
7 changed files with 235 additions and 183 deletions
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@ -36,46 +36,46 @@
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EXTERN_CVAR(Int, r_3dfloors)
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void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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if (sub->sector->CenterFloor() == sub->sector->CenterCeiling())
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if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling())
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return;
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RenderPolyPlane plane;
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plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, false, skyFloorHeight, sectorPortals);
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plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals);
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}
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void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
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{
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RenderNormal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight);
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RenderNormal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight);
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}
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else
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{
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RenderPortal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight, portal, sectorPortals);
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RenderPortal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals);
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}
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}
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void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight)
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void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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FTextureID picnum = GetPlaneTexture(sub, ceiling);
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FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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if (picnum != skyflatnum)
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{
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FTexture *tex = TexMan(picnum);
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if (!tex || tex->UseType == FTexture::TEX_Null)
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return;
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PolyPlaneUVTransform transform = GetPlaneTransform(sub, ceiling, tex);
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TriVertex *vertices = CreatePlaneVertices(thread, sub, transform, GetSecPlane(sub, ceiling));
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PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex);
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TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane);
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PolyDrawArgs args;
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SetLightLevel(thread, args, sub, ceiling);
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SetDynLights(thread, args, sub, ceiling);
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SetLightLevel(thread, args, fakeflat, ceiling);
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SetDynLights(thread, args, fakeflat.Subsector, ceiling);
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args.SetTransform(&worldToClip);
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(stencilValue);
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@ -83,11 +83,11 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &wo
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args.SetClipPlane(0, clipPlane);
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args.SetTexture(tex);
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args.SetStyle(TriBlendMode::TextureOpaque);
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args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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}
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else
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{
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TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
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TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
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PolyDrawArgs args;
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args.SetTransform(&worldToClip);
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@ -98,24 +98,22 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &wo
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args.SetWriteStencil(true, 255);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, sub, nullptr, ceiling, skyHeight);
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RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
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}
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}
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void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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PolyDrawSectorPortal *polyportal = nullptr;
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std::vector<PolyPortalSegment> portalSegments;
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sector_t *frontsector = sub->sector;
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// Skip portals not facing the camera
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if ((ceiling && frontsector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
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(!ceiling && frontsector->floorplane.PointOnSide(viewpoint.Pos) < 0))
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if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
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(!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0))
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{
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return;
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}
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@ -159,7 +157,7 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &wo
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}
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#endif
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TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
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TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
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PolyDrawArgs args;
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args.SetTransform(&worldToClip);
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@ -170,11 +168,11 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &wo
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args.SetWriteStencil(true, polyportal->StencilValue);
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args.SetWriteColor(false);
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args.SetWriteDepth(false);
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args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
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RenderSkyWalls(thread, args, sub, polyportal, ceiling, skyHeight);
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RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
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polyportal->Shape.push_back({ vertices, (int)sub->numlines, true });
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polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines, true });
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}
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void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight)
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@ -257,139 +255,21 @@ void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &arg
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}
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}
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sector_t *RenderPolyPlane::GetHeightSec(subsector_t *sub, bool ceiling)
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void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling)
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{
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sector_t *controlsector = sub->sector->GetHeightSec();
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if (!controlsector || controlsector == sub->sector || (ceiling && !!(controlsector->MoreFlags & SECF_FAKEFLOORONLY)))
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return nullptr;
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else
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return controlsector;
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}
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bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
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HeightSecLocation RenderPolyPlane::GetHeightSecLocation(sector_t *controlsector)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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if (viewpoint.Pos.Z > controlsector->ceilingplane.ZatPoint(viewpoint.Pos.XY())) // Above control sector ceiling (A)
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return HeightSecLocation::Above;
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else if (viewpoint.Pos.Z > controlsector->floorplane.ZatPoint(viewpoint.Pos.XY())) // Between control sector ceiling and floor (B)
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return HeightSecLocation::Between;
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else
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return HeightSecLocation::Below;
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}
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FTextureID RenderPolyPlane::GetPlaneTexture(subsector_t *sub, bool ceiling)
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{
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sector_t *controlsector = GetHeightSec(sub, ceiling);
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if (!controlsector)
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return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
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switch (GetHeightSecLocation(controlsector))
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{
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default:
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case HeightSecLocation::Above:
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if (diffTex && ceiling)
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return sub->sector->GetTexture(sector_t::ceiling);
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else
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return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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case HeightSecLocation::Between:
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return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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case HeightSecLocation::Below:
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if (diffTex && !ceiling)
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return sub->sector->GetTexture(sector_t::floor);
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else
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return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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}
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}
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PolyPlaneUVTransform RenderPolyPlane::GetPlaneTransform(subsector_t *sub, bool ceiling, FTexture *tex)
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{
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sector_t *controlsector = GetHeightSec(sub, ceiling);
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if (!controlsector)
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return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
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bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
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switch (GetHeightSecLocation(controlsector))
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{
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default:
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case HeightSecLocation::Above:
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if (diffTex && ceiling)
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return PolyPlaneUVTransform(sub->sector->planes[sector_t::ceiling].xform, tex);
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else
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return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
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case HeightSecLocation::Between:
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return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
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case HeightSecLocation::Below:
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if (diffTex && !ceiling)
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return PolyPlaneUVTransform(sub->sector->planes[sector_t::floor].xform, tex);
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else
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return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
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}
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}
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const secplane_t &RenderPolyPlane::GetSecPlane(subsector_t *sub, bool ceiling)
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{
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sector_t *controlsector = GetHeightSec(sub, ceiling);
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if (!controlsector)
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return ceiling ? sub->sector->ceilingplane : sub->sector->floorplane;
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switch (GetHeightSecLocation(controlsector))
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{
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default:
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case HeightSecLocation::Above:
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return ceiling ? sub->sector->ceilingplane : controlsector->ceilingplane;
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case HeightSecLocation::Between:
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return ceiling ? controlsector->ceilingplane : controlsector->floorplane;
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case HeightSecLocation::Below:
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return ceiling ? controlsector->floorplane : sub->sector->floorplane;
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}
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}
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void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
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{
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sector_t *lightSector = sub->sector;
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sector_t *controlsector = GetHeightSec(sub, ceiling);
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if (controlsector)
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{
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bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
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bool noFakeLight = !!(controlsector->MoreFlags & SECF_NOFAKELIGHT);
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switch (GetHeightSecLocation(controlsector))
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{
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default:
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case HeightSecLocation::Above:
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// todo: upper texture as colormap
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lightSector = controlsector;
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break;
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case HeightSecLocation::Between:
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// normal texture as colormap
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break;
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case HeightSecLocation::Below:
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// todo: lower texture as colormap
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lightSector = controlsector;
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break;
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}
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}
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bool foggy = level.fadeto || lightSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
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int lightlevel = ceiling ? lightSector->GetCeilingLight() : lightSector->GetFloorLight();
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int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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lightlevel = clamp(lightlevel + actualextralight, 0, 255);
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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FDynamicColormap *basecolormap = GetColorTable(lightSector->Colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (cameraLight->FixedLightLevel() < 0 && lightSector->e && lightSector->e->XFloor.lightlist.Size())
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FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size())
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{
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lightlist_t *light = P_GetPlaneLight(lightSector, ceiling ? &lightSector->ceilingplane : &lightSector->floorplane, false);
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basecolormap = GetColorTable(light->extra_colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (light->p_lightlevel != &lightSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
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lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false);
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basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
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if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
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{
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lightlevel = *light->p_lightlevel;
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}
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@ -54,36 +54,22 @@ private:
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float xOffs, yOffs;
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};
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enum class HeightSecLocation
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{
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Above, // Above control sector ceiling (A)
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Between, // Between control sector ceiling and floor (B)
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Below // Below control sector floor (C)
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};
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class RenderPolyPlane
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{
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public:
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static void RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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static void RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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private:
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void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight);
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void RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight);
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void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight);
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void SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
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void SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling);
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void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
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FTextureID GetPlaneTexture(subsector_t *sub, bool ceiling);
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PolyPlaneUVTransform GetPlaneTransform(subsector_t *sub, bool ceiling, FTexture *texture);
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const secplane_t &GetSecPlane(subsector_t *sub, bool ceiling);
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sector_t *GetHeightSec(subsector_t *sub, bool ceiling);
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HeightSecLocation GetHeightSecLocation(sector_t *controlsector);
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TriVertex *CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane);
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TriVertex *CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight);
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@ -57,6 +57,8 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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PolyTransferHeights fakeflat(viewpoint.camera->subsector);
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FDynamicColormap *basecolormap;
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size())
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@ -89,10 +91,10 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
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// when the interpolated viewpoint is in a different sector than the camera.
|
||||
//sec = FakeFlat(viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
// Softpoly has no FakeFlat (its FAKE! Everything is FAKE in Doom. Sigh. Might as well call it FooFlat!)
|
||||
sec = viewpoint.camera->Sector;
|
||||
floorlight = ceilinglight = sec->lightlevel;
|
||||
|
||||
sec = fakeflat.FrontSector;
|
||||
floorlight = fakeflat.FloorLightLevel;
|
||||
ceilinglight = fakeflat.CeilingLightLevel;
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
|
||||
|
|
|
@ -126,15 +126,17 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
|
|||
}
|
||||
else
|
||||
{
|
||||
PolyTransferHeights fakeflat(sub);
|
||||
|
||||
Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects[thread->ThreadIndex]);
|
||||
RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
|
||||
RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, fakeflat, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
|
||||
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
if (Cull.IsLineSegVisible(subsectorDepth, i))
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
RenderLine(thread, sub, line, frontsector, subsectorDepth);
|
||||
RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -393,3 +395,159 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
|
|||
|
||||
TranslucentObjects[0].clear();
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolyTransferHeights::PolyTransferHeights(subsector_t *sub) : Subsector(sub)
|
||||
{
|
||||
sector_t *sec = sub->sector;
|
||||
|
||||
// If player's view height is underneath fake floor, lower the
|
||||
// drawn ceiling to be just under the floor height, and replace
|
||||
// the drawn floor and ceiling textures, and light level, with
|
||||
// the control sector's.
|
||||
//
|
||||
// Similar for ceiling, only reflected.
|
||||
|
||||
// [RH] allow per-plane lighting
|
||||
FloorLightLevel = sec->GetFloorLight();
|
||||
CeilingLightLevel = sec->GetCeilingLight();
|
||||
|
||||
FakeSide = PolyWaterFakeSide::Center;
|
||||
|
||||
const sector_t *s = sec->GetHeightSec();
|
||||
if (s != nullptr)
|
||||
{
|
||||
sector_t *heightsec = PolyRenderer::Instance()->Viewpoint.sector->heightsec;
|
||||
bool underwater = (heightsec && heightsec->floorplane.PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos) <= 0);
|
||||
bool doorunderwater = false;
|
||||
int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES);
|
||||
|
||||
// Replace sector being drawn with a copy to be hacked
|
||||
tempsec = *sec;
|
||||
|
||||
// Replace floor and ceiling height with control sector's heights.
|
||||
if (diffTex)
|
||||
{
|
||||
if (s->floorplane.CopyPlaneIfValid(&tempsec.floorplane, &sec->ceilingplane))
|
||||
{
|
||||
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
|
||||
}
|
||||
else if (s->MoreFlags & SECF_FAKEFLOORONLY)
|
||||
{
|
||||
if (underwater)
|
||||
{
|
||||
tempsec.Colormap = s->Colormap;
|
||||
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
|
||||
{
|
||||
tempsec.lightlevel = s->lightlevel;
|
||||
|
||||
FloorLightLevel = s->GetFloorLight();
|
||||
CeilingLightLevel = s->GetCeilingLight();
|
||||
}
|
||||
FakeSide = PolyWaterFakeSide::BelowFloor;
|
||||
FrontSector = &tempsec;
|
||||
return;
|
||||
}
|
||||
FrontSector = sec;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tempsec.floorplane = s->floorplane;
|
||||
}
|
||||
|
||||
if (!(s->MoreFlags & SECF_FAKEFLOORONLY))
|
||||
{
|
||||
if (diffTex)
|
||||
{
|
||||
if (s->ceilingplane.CopyPlaneIfValid(&tempsec.ceilingplane, &sec->floorplane))
|
||||
{
|
||||
tempsec.SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tempsec.ceilingplane = s->ceilingplane;
|
||||
}
|
||||
}
|
||||
|
||||
double refceilz = s->ceilingplane.ZatPoint(PolyRenderer::Instance()->Viewpoint.Pos);
|
||||
double orgceilz = sec->ceilingplane.ZatPoint(PolyRenderer::Instance()->Viewpoint.Pos);
|
||||
|
||||
if (underwater || doorunderwater)
|
||||
{
|
||||
tempsec.floorplane = sec->floorplane;
|
||||
tempsec.ceilingplane = s->floorplane;
|
||||
tempsec.ceilingplane.FlipVert();
|
||||
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
|
||||
tempsec.Colormap = s->Colormap;
|
||||
}
|
||||
|
||||
// killough 11/98: prevent sudden light changes from non-water sectors:
|
||||
if (underwater || doorunderwater)
|
||||
{
|
||||
// head-below-floor hack
|
||||
tempsec.SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
|
||||
tempsec.planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
|
||||
|
||||
tempsec.ceilingplane = s->floorplane;
|
||||
tempsec.ceilingplane.FlipVert();
|
||||
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
|
||||
if (s->GetTexture(sector_t::ceiling) == skyflatnum)
|
||||
{
|
||||
tempsec.floorplane = tempsec.ceilingplane;
|
||||
tempsec.floorplane.FlipVert();
|
||||
tempsec.floorplane.ChangeHeight(+1 / 65536.);
|
||||
tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor), false);
|
||||
tempsec.planes[sector_t::ceiling].xform = tempsec.planes[sector_t::floor].xform;
|
||||
}
|
||||
else
|
||||
{
|
||||
tempsec.SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false);
|
||||
tempsec.planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform;
|
||||
}
|
||||
|
||||
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
|
||||
{
|
||||
tempsec.lightlevel = s->lightlevel;
|
||||
|
||||
FloorLightLevel = s->GetFloorLight();
|
||||
CeilingLightLevel = s->GetCeilingLight();
|
||||
}
|
||||
FakeSide = PolyWaterFakeSide::BelowFloor;
|
||||
}
|
||||
else if (heightsec && heightsec->ceilingplane.PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos) <= 0 && orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
|
||||
{
|
||||
// Above-ceiling hack
|
||||
tempsec.ceilingplane = s->ceilingplane;
|
||||
tempsec.floorplane = s->ceilingplane;
|
||||
tempsec.floorplane.FlipVert();
|
||||
tempsec.floorplane.ChangeHeight(+1 / 65536.);
|
||||
tempsec.Colormap = s->Colormap;
|
||||
|
||||
tempsec.SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false);
|
||||
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false);
|
||||
tempsec.planes[sector_t::ceiling].xform = tempsec.planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform;
|
||||
|
||||
if (s->GetTexture(sector_t::floor) != skyflatnum)
|
||||
{
|
||||
tempsec.ceilingplane = sec->ceilingplane;
|
||||
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
|
||||
tempsec.planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
|
||||
}
|
||||
|
||||
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
|
||||
{
|
||||
tempsec.lightlevel = s->lightlevel;
|
||||
|
||||
FloorLightLevel = s->GetFloorLight();
|
||||
CeilingLightLevel = s->GetCeilingLight();
|
||||
}
|
||||
FakeSide = PolyWaterFakeSide::AboveCeiling;
|
||||
}
|
||||
sec = &tempsec;
|
||||
}
|
||||
FrontSector = sec;
|
||||
}
|
||||
|
|
|
@ -89,3 +89,25 @@ private:
|
|||
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
|
||||
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
|
||||
};
|
||||
|
||||
enum class PolyWaterFakeSide
|
||||
{
|
||||
Center,
|
||||
BelowFloor,
|
||||
AboveCeiling
|
||||
};
|
||||
|
||||
class PolyTransferHeights
|
||||
{
|
||||
public:
|
||||
PolyTransferHeights(subsector_t *sub);
|
||||
|
||||
subsector_t *Subsector = nullptr;
|
||||
sector_t *FrontSector = nullptr;
|
||||
PolyWaterFakeSide FakeSide = PolyWaterFakeSide::Center;
|
||||
int FloorLightLevel = 0;
|
||||
int CeilingLightLevel = 0;
|
||||
|
||||
private:
|
||||
sector_t tempsec;
|
||||
};
|
||||
|
|
|
@ -96,6 +96,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const TriMatrix &world
|
|||
wall.Masked = false;
|
||||
wall.SubsectorDepth = subsectorDepth;
|
||||
wall.StencilValue = stencilValue;
|
||||
wall.SectorLightLevel = frontsector->lightlevel;
|
||||
|
||||
if (line->backsector == nullptr)
|
||||
{
|
||||
|
@ -111,9 +112,10 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const TriMatrix &world
|
|||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (line->PartnerSeg)
|
||||
{
|
||||
sector_t *backsector = line->backsector;
|
||||
PolyTransferHeights fakeback(line->PartnerSeg->Subsector);
|
||||
sector_t *backsector = fakeback.FrontSector;
|
||||
|
||||
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
||||
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
||||
|
@ -215,6 +217,7 @@ void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, const TriMatrix
|
|||
wall.Line = fakeFloor->master;
|
||||
wall.Side = fakeFloor->master->sidedef[0];
|
||||
wall.Colormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
|
||||
wall.SectorLightLevel = frontsector->lightlevel;
|
||||
wall.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
|
||||
if (!wall.Additive && fakeFloor->alpha == 255)
|
||||
{
|
||||
|
@ -318,7 +321,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const TriMatrix &worldToCl
|
|||
}
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]), GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetLight(Colormap, GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
|
@ -553,7 +556,7 @@ int RenderPolyWall::GetLightLevel()
|
|||
{
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
|
||||
return clamp(Side->GetLightLevel(foggy, LineSeg->frontsector->lightlevel) + actualextralight, 0, 255);
|
||||
return clamp(Side->GetLightLevel(foggy, SectorLightLevel) + actualextralight, 0, 255);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,6 +55,7 @@ public:
|
|||
double UnpeggedCeil1 = 0.0;
|
||||
double UnpeggedCeil2 = 0.0;
|
||||
FSWColormap *Colormap = nullptr;
|
||||
int SectorLightLevel = 0;
|
||||
bool Masked = false;
|
||||
bool Additive = false;
|
||||
double Alpha = 1.0;
|
||||
|
|
Loading…
Reference in a new issue