- 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(); auto portal = seg->linedef->getPortal();
backsector = portal->mDestination->frontsector; 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; back = front;
} }

View file

@ -234,7 +234,7 @@ public:
sector_t * front, sector_t * back, sector_t * front, sector_t * back,
sector_t * realfront, sector_t * realback, sector_t * realfront, sector_t * realback,
float fch1, float fch2, float ffh1, float ffh2, 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); 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 * front, sector_t * back,
sector_t * realfront, sector_t * realback, sector_t * realfront, sector_t * realback,
float fch1, float fch2, float ffh1, float ffh2, 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; 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)); rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
if ((seg->linedef->flags & ML_DONTPEGBOTTOM) >0) 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; texturetop = texturebottom + tci.mRenderHeight;
} }
else 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; 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 bfh2 = segback->floorplane.ZatPoint(v2);
float bch1 = segback->ceilingplane.ZatPoint(v1); float bch1 = segback->ceilingplane.ZatPoint(v1);
float bch2 = segback->ceilingplane.ZatPoint(v2); 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 // upper texture
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum || backsector->GetTexture(sector_t::ceiling) != skyflatnum) 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) if (texture && seg->backsector != nullptr)
{ {
DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback, 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 else
@ -2182,7 +2215,7 @@ void HWWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
if (texture || drawfogboundary) if (texture || drawfogboundary)
{ {
DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback, 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()) if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())