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https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
Minor cleanup and lightmapper fixes
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parent
345d1b561b
commit
99daa8f743
3 changed files with 17 additions and 17 deletions
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@ -312,7 +312,7 @@ public:
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{
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if (surface->sectorGroup == SmoothingGroups[j].sectorGroup)
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{
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float direction = std::abs((SmoothingGroups[j].plane.XYZ() | surface->plane.XYZ()));
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float direction = SmoothingGroups[j].plane.XYZ() | surface->plane.XYZ();
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if (direction >= 0.9999f && direction <= 1.001f)
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{
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auto point = (surface->plane.XYZ() * surface->plane.W);
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@ -80,6 +80,8 @@ void PrintSurfaceInfo(const DoomLevelMeshSurface* surface)
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{
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if (!RequireLevelMesh()) return;
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auto gameTexture = TexMan.GameByIndex(surface->texture.GetIndex());
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Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", level.levelMesh->GetSurfaceIndex(surface), surface, surface->Type, surface->typeIndex, surface->ControlSector ? surface->ControlSector->Index() : -1);
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Printf(" Atlas page: %d, x:%d, y:%d\n", surface->atlasPageIndex, surface->atlasX, surface->atlasY);
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Printf(" Pixels: %dx%d (area: %d)\n", surface->texWidth, surface->texHeight, surface->Area());
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@ -87,7 +89,8 @@ void PrintSurfaceInfo(const DoomLevelMeshSurface* surface)
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Printf(" Needs update?: %d\n", surface->needsUpdate);
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Printf(" Sector group: %d\n", surface->sectorGroup);
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Printf(" Smoothing group: %d\n", surface->smoothingGroupIndex);
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Printf(" Texture: '%s' (id=%d)\n", gameTexture ? gameTexture->GetName().GetChars() : "<nullptr>", surface->texture.GetIndex());
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Printf(" Alpha: %f\n", surface->alpha);
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}
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FVector3 RayDir(FAngle angle, FAngle pitch)
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@ -826,14 +829,14 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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surf.bSky = false;
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surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
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auto offset = FVector3(surf.plane.XYZ()) * 0.05; // for better accuracy when raytracing mid-textures from each side
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if (side->linedef->sidedef[0] != side)
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{
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surf.plane = -surf.plane;
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surf.plane.W = -surf.plane.W;
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}
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auto offset = surf.plane.XYZ() * 0.05; // for better accuracy when raytracing mid-textures from each side
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MeshVertices.Push(verts[0] + offset);
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MeshVertices.Push(verts[1] + offset);
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MeshVertices.Push(verts[2] + offset);
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@ -260,8 +260,6 @@ int TraceFirstHitTriangleNoPortal(vec3 origin, float tmin, vec3 dir, float tmax,
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primitiveWeights.xy = rayQueryGetIntersectionBarycentricsEXT(rayQuery, true);
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primitiveWeights.z = 1.0 - primitiveWeights.x - primitiveWeights.y;
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primitiveWeights = vec3(primitiveWeights.z, primitiveWeights.x, primitiveWeights.y);
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return rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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}
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else
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@ -348,8 +346,8 @@ float intersect_triangle_ray(RayBBox ray, int a, out float barycentricB, out flo
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float det = dot(e1, P);
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// Backface check
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//if (det < 0.0f)
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// return 1.0f;
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if (det < 0.0f)
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return 1.0f;
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// If determinant is near zero, ray lies in plane of triangle
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if (det > -FLT_EPSILON && det < FLT_EPSILON)
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@ -384,11 +382,6 @@ float intersect_triangle_ray(RayBBox ray, int a, out float barycentricB, out flo
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// Return hit location on triangle in barycentric coordinates
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barycentricB = u;
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barycentricC = v;
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primitiveWeights.x = u;
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primitiveWeights.y = v;
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primitiveWeights.z = 1.0 - u - v;
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return t;
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}
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@ -464,6 +457,10 @@ TraceHit find_first_hit(RayBBox ray)
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float t = intersect_triangle_ray(ray, a, baryB, baryC);
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if (t < hit.fraction)
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{
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primitiveWeights.x = baryB;
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primitiveWeights.y = baryC;
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primitiveWeights.z = 1.0 - baryB - baryC;
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hit.fraction = t;
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hit.triangle = nodes[a].element_index / 3;
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hit.b = baryB;
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@ -538,7 +535,7 @@ int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out fl
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{
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#if defined(USE_RAYQUERY)
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int index = primitiveID * 3;
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vec2 uv = vertices[elements[index + 0]].uv * primitiveWeights.x + vertices[elements[index + 1]].uv * primitiveWeights.y + vertices[elements[index + 2]].uv * primitiveWeights.z;
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vec2 uv = vertices[elements[index + 1]].uv * primitiveWeights.x + vertices[elements[index + 2]].uv * primitiveWeights.y + vertices[elements[index + 0]].uv * primitiveWeights.z;
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if (surface.TextureIndex < 0)
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{
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@ -548,7 +545,7 @@ int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out fl
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vec4 color = texture(textures[surface.TextureIndex], uv);
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color.w *= surface.Alpha;
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if (color.w > 0.999 || rayColor.rgb == vec3(0))
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if (color.w > 0.999 || all(lessThan(rayColor.rgb, vec3(0.001))))
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{
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break;
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}
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@ -604,7 +601,7 @@ bool TracePoint(vec3 origin, vec3 target, float tmin, vec3 dir, float tmax)
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{
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#if defined(USE_RAYQUERY)
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int index = primitiveID * 3;
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vec2 uv = vertices[elements[index + 0]].uv * primitiveWeights.x + vertices[elements[index + 1]].uv * primitiveWeights.y + vertices[elements[index + 2]].uv * primitiveWeights.z;
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vec2 uv = vertices[elements[index + 1]].uv * primitiveWeights.x + vertices[elements[index + 2]].uv * primitiveWeights.y + vertices[elements[index + 0]].uv * primitiveWeights.z;
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if (surface.TextureIndex < 0)
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{
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@ -614,7 +611,7 @@ bool TracePoint(vec3 origin, vec3 target, float tmin, vec3 dir, float tmax)
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vec4 color = texture(textures[surface.TextureIndex], uv);
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color.w *= surface.Alpha;
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if (color.w > 0.999 || rayColor.rgb == vec3(0))
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if (color.w > 0.999 || all(lessThan(rayColor.rgb, vec3(0.001))))
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{
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break;
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}
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