mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- 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:
parent
fa2228d523
commit
8feba7dff9
3 changed files with 49 additions and 10 deletions
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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())
|
||||
|
|
Loading…
Reference in a new issue