- fixed: line portal rendering PR was missing handling for portals with z offset.

Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
This commit is contained in:
Christoph Oelckers 2021-03-05 17:17:44 +01:00
parent fa2228d523
commit 8feba7dff9
3 changed files with 49 additions and 10 deletions

View File

@ -147,10 +147,16 @@ void HWDrawInfo::WorkerThread()
{
auto portal = seg->linedef->getPortal();
backsector = portal->mDestination->frontsector;
back = hw_FakeFlat(backsector, in_area, true);
if (front->floorplane.isSlope() || front->ceilingplane.isSlope() || back->floorplane.isSlope() || back->ceilingplane.isSlope())
{
// Having a one-sided portal like this with slopes is too messy so let's ignore that case.
back = nullptr;
}
}
if (backsector)
else if (backsector)
{
if (front->sectornum == backsector->sectornum || ((seg->sidedef->Flags & WALLF_POLYOBJ) && !seg->linedef->isVisualPortal()))
if (front->sectornum == backsector->sectornum || (seg->sidedef->Flags & WALLF_POLYOBJ))
{
back = front;
}

View File

@ -234,7 +234,7 @@ public:
sector_t * front, sector_t * back,
sector_t * realfront, sector_t * realback,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
float bch1, float bch2, float bfh1, float bfh2, float zalign);
void GetPlanePos(F3DFloor::planeref * planeref, float & left, float & right);

View File

@ -1251,7 +1251,7 @@ void HWWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
sector_t * front, sector_t * back,
sector_t * realfront, sector_t * realback,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2)
float bch1, float bch2, float bfh1, float bfh2, float zalign)
{
FTexCoordInfo tci;
@ -1282,12 +1282,12 @@ void HWWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
if ((seg->linedef->flags & ML_DONTPEGBOTTOM) >0)
{
texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor), realback->GetPlaneTexZ(sector_t::floor)) + rowoffset;
texturebottom = MAX(realfront->GetPlaneTexZ(sector_t::floor), realback->GetPlaneTexZ(sector_t::floor) + zalign) + rowoffset;
texturetop = texturebottom + tci.mRenderHeight;
}
else
{
texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling)) + rowoffset;
texturetop = MIN(realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling) + zalign) + rowoffset;
texturebottom = texturetop - tci.mRenderHeight;
}
}
@ -2091,9 +2091,42 @@ void HWWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
float bfh2 = segback->floorplane.ZatPoint(v2);
float bch1 = segback->ceilingplane.ZatPoint(v1);
float bch2 = segback->ceilingplane.ZatPoint(v2);
float zalign = 0.f;
SkyTop(di, seg, frontsector, backsector, v1, v2);
SkyBottom(di, seg, frontsector, backsector, v1, v2);
if (isportal && seg->backsector == nullptr)
{
SkyNormal(di, frontsector, v1, v2); // For sky rendering purposes this needs to be treated as a one-sided wall.
// If this is a one-sided portal and we got floor or ceiling alignment, the upper/lower texture position needs to be adjusted for that.
// (We assume that this portal won't involve slopes!)
switch (seg->linedef->getPortalAlignment())
{
case PORG_FLOOR:
zalign = ffh1 - bfh1;
bch1 += zalign;
bch2 += zalign;
bfh1 += zalign;
bfh2 += zalign;
return;
case PORG_CEILING:
zalign = fch1 - bch1;
bch1 += zalign;
bch2 += zalign;
bfh1 += zalign;
bfh2 += zalign;
return;
default:
break;
}
}
else
{
SkyTop(di, seg, frontsector, backsector, v1, v2);
SkyBottom(di, seg, frontsector, backsector, v1, v2);
}
// upper texture
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum || backsector->GetTexture(sector_t::ceiling) != skyflatnum)
@ -2174,7 +2207,7 @@ void HWWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
if (texture && seg->backsector != nullptr)
{
DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback,
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2, zalign);
}
}
else
@ -2182,7 +2215,7 @@ void HWWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
if (texture || drawfogboundary)
{
DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback,
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2, zalign);
}
if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())