- Improve 3d floor and underwater rendering

This commit is contained in:
Magnus Norddahl 2017-08-17 22:34:23 +02:00
parent 7993ad987c
commit c2fa360bbc
3 changed files with 61 additions and 51 deletions

View file

@ -33,60 +33,67 @@
EXTERN_CVAR(Int, r_3dfloors) EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals) void RenderPolyPlane::Render3DPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue)
{ {
RenderPolyPlane plane; if (!r_3dfloors || sub->sector->CenterFloor() == sub->sector->CenterCeiling())
return;
if (r_3dfloors) const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
auto frontsector = sub->sector;
auto &ffloors = frontsector->e->XFloor.ffloors;
// 3D floor floors
for (int i = 0; i < (int)ffloors.Size(); i++)
{ {
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->bottom.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
//fakeFloor->alpha
auto frontsector = sub->sector; double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
auto &ffloors = frontsector->e->XFloor.ffloors; if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
// 3D floor floors
for (int i = 0; i < (int)ffloors.Size(); i++)
{ {
F3DFloor *fakeFloor = ffloors[i]; RenderPolyPlane plane;
if (!(fakeFloor->flags & FF_EXISTS)) continue; plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, false, fakeFloor);
if (!fakeFloor->model) continue;
if (fakeFloor->bottom.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
//fakeFloor->alpha
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, false, fakeFloor);
}
}
// 3D floor ceilings
for (int i = 0; i < (int)ffloors.Size(); i++)
{
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->top.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
//fakeFloor->alpha
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, true, fakeFloor);
}
} }
} }
// 3D floor ceilings
for (int i = 0; i < (int)ffloors.Size(); i++)
{
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
if (fakeFloor->top.plane->isSlope()) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
//fakeFloor->alpha
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
RenderPolyPlane plane;
plane.Render3DFloor(worldToClip, clipPlane, sub, stencilValue, true, fakeFloor);
}
}
}
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
if (sub->sector->CenterFloor() == sub->sector->CenterCeiling())
return;
RenderPolyPlane plane;
plane.Render(worldToClip, clipPlane, cull, sub, stencilValue, true, skyCeilingHeight, sectorPortals); plane.Render(worldToClip, clipPlane, cull, sub, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(worldToClip, clipPlane, cull, sub, stencilValue, false, skyFloorHeight, sectorPortals); plane.Render(worldToClip, clipPlane, cull, sub, stencilValue, false, skyFloorHeight, sectorPortals);
} }

View file

@ -31,6 +31,7 @@ class RenderPolyPlane
{ {
public: public:
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals); static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
static void Render3DPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue);
private: private:
struct UVTransform struct UVTransform

View file

@ -167,9 +167,15 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t ceilingSubsecto
{ {
RenderPolyNode(&sub->BSP->Nodes.Last(), subsectorDepth, frontsector); RenderPolyNode(&sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
} }
RenderPolyPlane::Render3DPlanes(WorldToClip, PortalPlane, sub, StencilValue);
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
} }
else else
{ {
RenderPolyPlane::Render3DPlanes(WorldToClip, PortalPlane, sub, StencilValue);
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
for (uint32_t i = 0; i < sub->numlines; i++) for (uint32_t i = 0; i < sub->numlines; i++)
{ {
seg_t *line = &sub->firstline[i]; seg_t *line = &sub->firstline[i];
@ -177,11 +183,6 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t ceilingSubsecto
} }
} }
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
}
if (mainBSP) if (mainBSP)
{ {
RenderMemory &memory = PolyRenderer::Instance()->FrameMemory; RenderMemory &memory = PolyRenderer::Instance()->FrameMemory;
@ -345,6 +346,7 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i]; F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->flags & FF_SWIMMABLE) continue;
if (!fakeFloor->model) continue; if (!fakeFloor->model) continue;
RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects); RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
} }