- fix the culling bugs in softpoly by switching to a pseudo-angle clipper

This commit is contained in:
Magnus Norddahl 2017-03-23 03:41:44 +01:00
parent 31ea33bfc4
commit e12f48699e
6 changed files with 146 additions and 158 deletions

View file

@ -89,10 +89,10 @@ void PolyCull::CullSubsector(subsector_t *sub)
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
int sx1, sx2;
if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2) == LineSegmentRange::HasSegment)
angle_t angle1, angle2;
if (GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
{
MarkSegmentCulled(sx1, sx2);
MarkSegmentCulled(angle1, angle2);
}
}
}
@ -101,73 +101,95 @@ void PolyCull::CullSubsector(subsector_t *sub)
void PolyCull::ClearSolidSegments()
{
SolidSegments.clear();
SolidSegments.reserve(SolidCullScale + 2);
SolidSegments.push_back({ -0x7fff, -SolidCullScale });
SolidSegments.push_back({ SolidCullScale , 0x7fff });
}
void PolyCull::InvertSegments()
{
TempInvertSolidSegments.swap(SolidSegments);
ClearSolidSegments();
int x = -0x7fff;
angle_t cur = 0;
for (const auto &segment : TempInvertSolidSegments)
{
MarkSegmentCulled(x, segment.X1 - 1);
x = segment.X2 + 1;
MarkSegmentCulled(cur, segment.Start - 1);
cur = segment.End + 1;
}
if (cur != 0)
MarkSegmentCulled(cur, ANGLE_MAX);
}
bool PolyCull::IsSegmentCulled(int x1, int x2) const
bool PolyCull::IsSegmentCulled(angle_t startAngle, angle_t endAngle) const
{
x1 = clamp(x1, -0x7ffe, 0x7ffd);
x2 = clamp(x2, -0x7ffd, 0x7ffe);
int next = 0;
while (SolidSegments[next].X2 <= x2)
next++;
return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
}
void PolyCull::MarkSegmentCulled(int x1, int x2)
{
if (x1 >= x2)
return;
x1 = clamp(x1, -0x7ffe, 0x7ffd);
x2 = clamp(x2, -0x7ffd, 0x7ffe);
int cur = 0;
while (true)
if (startAngle > endAngle)
{
if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
return IsSegmentCulled(startAngle, ANGLE_MAX) && IsSegmentCulled(0, endAngle);
}
for (const auto &segment : SolidSegments)
{
if (startAngle >= segment.Start && endAngle <= segment.End)
return true;
else if (endAngle < segment.Start)
return false;
}
return false;
}
void PolyCull::MarkSegmentCulled(angle_t startAngle, angle_t endAngle)
{
if (startAngle > endAngle)
{
MarkSegmentCulled(startAngle, ANGLE_MAX);
MarkSegmentCulled(0, endAngle);
return;
}
int count = (int)SolidSegments.size();
int cur = 0;
while (cur < count)
{
if (SolidSegments[cur].Start <= startAngle && SolidSegments[cur].End >= endAngle) // Already fully marked
{
break;
return;
}
else if (SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
else if (SolidSegments[cur].End >= startAngle && SolidSegments[cur].Start <= endAngle) // Merge segments
{
// Find last segment
int merge = cur;
while (merge + 1 != (int)SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
while (merge + 1 != count && SolidSegments[merge + 1].Start <= endAngle)
merge++;
// Apply new merged range
SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
SolidSegments[cur].Start = MIN(SolidSegments[cur].Start, startAngle);
SolidSegments[cur].End = MAX(SolidSegments[merge].End, endAngle);
// Remove additional segments we merged with
if (merge > cur)
SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
break;
return;
}
else if (SolidSegments[cur].X1 > x1) // Insert new segment
else if (SolidSegments[cur].Start > startAngle) // Insert new segment
{
SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
break;
SolidSegments.insert(SolidSegments.begin() + cur, { startAngle, endAngle });
return;
}
cur++;
}
SolidSegments.push_back({ startAngle, endAngle });
#if 0
count = (int)SolidSegments.size();
for (int i = 1; i < count; i++)
{
if (SolidSegments[i - 1].Start >= SolidSegments[i].Start ||
SolidSegments[i - 1].End >= SolidSegments[i].Start ||
SolidSegments[i - 1].End + 1 == SolidSegments[i].Start ||
SolidSegments[i].Start > SolidSegments[i].End)
{
I_FatalError("MarkSegmentCulled is broken!");
}
}
#endif
}
int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
@ -177,6 +199,7 @@ int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
bool PolyCull::CheckBBox(float *bspcoord)
{
#if 0 // This doesn't work because it creates gaps in the angle based clipper segment list :(
// Start using a quick frustum AABB test:
AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z + 1000.0f));
@ -188,65 +211,46 @@ bool PolyCull::CheckBBox(float *bspcoord)
if (IntersectionTest::plane_aabb(PortalClipPlane, aabb) == IntersectionTest::outside)
return false;
#endif
// Occlusion test using solid segments:
static const int lines[4][4] =
static const uint8_t checkcoord[12][4] =
{
{ BOXLEFT, BOXBOTTOM, BOXRIGHT, BOXBOTTOM },
{ BOXRIGHT, BOXBOTTOM, BOXRIGHT, BOXTOP },
{ BOXRIGHT, BOXTOP, BOXLEFT, BOXTOP },
{ BOXLEFT, BOXTOP, BOXLEFT, BOXBOTTOM }
{ 3,0,2,1 },
{ 3,0,2,0 },
{ 3,1,2,0 },
{ 0 },
{ 2,0,2,1 },
{ 0,0,0,0 },
{ 3,1,3,0 },
{ 0 },
{ 2,0,3,1 },
{ 2,1,3,1 },
{ 2,1,3,0 }
};
bool foundline = false;
int minsx1, maxsx2;
for (int i = 0; i < 4; i++)
{
int j = i < 3 ? i + 1 : 0;
float x1 = bspcoord[lines[i][0]];
float y1 = bspcoord[lines[i][1]];
float x2 = bspcoord[lines[i][2]];
float y2 = bspcoord[lines[i][3]];
int sx1, sx2;
LineSegmentRange result = GetSegmentRangeForLine(x1, y1, x2, y2, sx1, sx2);
if (result == LineSegmentRange::HasSegment)
{
if (foundline)
{
minsx1 = MIN(minsx1, sx1);
maxsx2 = MAX(maxsx2, sx2);
}
else
{
minsx1 = sx1;
maxsx2 = sx2;
foundline = true;
}
}
else if (result == LineSegmentRange::AlwaysVisible)
{
return true;
}
}
if (!foundline)
return false;
return !IsSegmentCulled(minsx1, maxsx2);
// Find the corners of the box that define the edges from current viewpoint.
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
int boxpos = (viewpoint.Pos.X <= bspcoord[BOXLEFT] ? 0 : viewpoint.Pos.X < bspcoord[BOXRIGHT] ? 1 : 2) +
(viewpoint.Pos.Y >= bspcoord[BOXTOP] ? 0 : viewpoint.Pos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
if (boxpos == 5) return true;
const uint8_t *check = checkcoord[boxpos];
angle_t angle1 = PointToPseudoAngle(bspcoord[check[0]], bspcoord[check[1]]);
angle_t angle2 = PointToPseudoAngle(bspcoord[check[2]], bspcoord[check[3]]);
return !IsSegmentCulled(angle2, angle1);
}
LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const
bool PolyCull::GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const
{
double znear = 5.0;
double updownnear = -400.0;
double sidenear = 400.0;
// Clip line to the portal clip plane
float distance1 = Vec4f::dot(PortalClipPlane, Vec4f((float)x1, (float)y1, 0.0f, 1.0f));
float distance2 = Vec4f::dot(PortalClipPlane, Vec4f((float)x2, (float)y2, 0.0f, 1.0f));
if (distance1 < 0.0f && distance2 < 0.0f)
{
return LineSegmentRange::NotVisible;
return false;
}
else if (distance1 < 0.0f || distance2 < 0.0f)
{
@ -265,48 +269,41 @@ LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x
y2 = ny2;
}
// Transform to 2D view space:
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
x1 = x1 - viewpoint.Pos.X;
y1 = y1 - viewpoint.Pos.Y;
x2 = x2 - viewpoint.Pos.X;
y2 = y2 - viewpoint.Pos.Y;
double rx1 = x1 * viewpoint.Sin - y1 * viewpoint.Cos;
double rx2 = x2 * viewpoint.Sin - y2 * viewpoint.Cos;
double ry1 = x1 * viewpoint.Cos + y1 * viewpoint.Sin;
double ry2 = x2 * viewpoint.Cos + y2 * viewpoint.Sin;
// Is it potentially visible when looking straight up or down?
if (!(ry1 < updownnear && ry2 < updownnear) && !(ry1 > znear && ry2 > znear) &&
!(rx1 < -sidenear && rx2 < -sidenear) && !(rx1 > sidenear && rx2 > sidenear))
return LineSegmentRange::AlwaysVisible;
// Cull if line is entirely behind view
if (ry1 < znear && ry2 < znear)
return LineSegmentRange::NotVisible;
// Clip line, if needed
double t1 = 0.0f, t2 = 1.0f;
if (ry1 < znear)
t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
if (ry2 < znear)
t2 = clamp((znear - ry2) / (ry2 - ry1), 0.0, 1.0);
if (t1 != 0.0 || t2 != 1.0)
{
double nx1 = rx1 * (1.0 - t1) + rx2 * t1;
double ny1 = ry1 * (1.0 - t1) + ry2 * t1;
double nx2 = rx1 * (1.0 - t2) + rx2 * t2;
double ny2 = ry1 * (1.0 - t2) + ry2 * t2;
rx1 = nx1;
rx2 = nx2;
ry1 = ny1;
ry2 = ny2;
}
sx1 = (int)floor(clamp(rx1 / ry1 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
sx2 = (int)floor(clamp(rx2 / ry2 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
if (sx1 > sx2)
std::swap(sx1, sx2);
return (sx1 != sx2) ? LineSegmentRange::HasSegment : LineSegmentRange::AlwaysVisible;
angle2 = PointToPseudoAngle(x1, y1);
angle1 = PointToPseudoAngle(x2, y2);
return !IsSegmentCulled(angle1, angle2);
}
//-----------------------------------------------------------------------------
//
// ! Returns the pseudoangle between the line p1 to (infinity, p1.y) and the
// line from p1 to p2. The pseudoangle has the property that the ordering of
// points by true angle around p1 and ordering of points by pseudoangle are the
// same.
//
// For clipping exact angles are not needed. Only the ordering matters.
// This is about as fast as the fixed point R_PointToAngle2 but without
// the precision issues associated with that function.
//
//-----------------------------------------------------------------------------
angle_t PolyCull::PointToPseudoAngle(double x, double y)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
double vecx = x - viewpoint.Pos.X;
double vecy = y - viewpoint.Pos.Y;
if (vecx == 0 && vecy == 0)
{
return 0;
}
else
{
double result = vecy / (fabs(vecx) + fabs(vecy));
if (vecx < 0)
{
result = 2. - result;
}
return xs_Fix<30>::ToFix(result);
}
}

View file

@ -25,22 +25,15 @@
#include "polyrenderer/drawers/poly_triangle.h"
#include "polyrenderer/math/poly_intersection.h"
enum class LineSegmentRange
{
NotVisible,
HasSegment,
AlwaysVisible
};
class PolyCull
{
public:
void ClearSolidSegments();
void CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPlane);
LineSegmentRange GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
void MarkSegmentCulled(int x1, int x2);
bool IsSegmentCulled(int x1, int x2) const;
bool GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const;
void MarkSegmentCulled(angle_t angle1, angle_t angle2);
bool IsSegmentCulled(angle_t angle1, angle_t angle2) const;
void InvertSegments();
std::vector<subsector_t *> PvsSectors;
@ -50,8 +43,8 @@ public:
private:
struct SolidSegment
{
SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
int X1, X2;
SolidSegment(angle_t start, angle_t end) : Start(start), End(end) { }
angle_t Start, End;
};
void CullNode(void *node);
@ -68,4 +61,6 @@ private:
FrustumPlanes frustumPlanes;
Vec4f PortalClipPlane;
static angle_t PointToPseudoAngle(double x, double y);
};

View file

@ -208,10 +208,9 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
vdist = dist;
}
int sx1, sx2;
LineSegmentRange range = cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
if (range == LineSegmentRange::HasSegment)
portalSegments.push_back({ sx1, sx2 });
angle_t angle1, angle2;
if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
portalSegments.push_back({ angle1, angle2 });
}
if (inside)

View file

@ -36,8 +36,8 @@ struct PolyPortalVertexRange
class PolyPortalSegment
{
public:
PolyPortalSegment(int x1, int x2) : X1(x1), X2(x2) { }
int X1, X2;
PolyPortalSegment(angle_t start, angle_t end) : Start(start), End(end) { }
angle_t Start, End;
};
class PolyDrawSectorPortal

View file

@ -55,7 +55,7 @@ void RenderPolyScene::SetPortalSegments(const std::vector<PolyPortalSegment> &se
Cull.ClearSolidSegments();
for (const auto &segment : segments)
{
Cull.MarkSegmentCulled(segment.X1, segment.X2);
Cull.MarkSegmentCulled(segment.Start, segment.End);
}
Cull.InvertSegments();
PortalSegmentsAdded = true;
@ -194,13 +194,12 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
return;
// Cull wall if not visible
int sx1, sx2;
LineSegmentRange segmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
if (segmentRange == LineSegmentRange::NotVisible || (segmentRange == LineSegmentRange::HasSegment && Cull.IsSegmentCulled(sx1, sx2)))
angle_t angle1, angle2;
if (!Cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
return;
// Tell automap we saw this
if (!PolyRenderer::Instance()->DontMapLines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECF_DRAWN;
@ -222,8 +221,7 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
{
if (segmentRange == LineSegmentRange::HasSegment)
Cull.MarkSegmentCulled(sx1, sx2);
Cull.MarkSegmentCulled(angle1, angle2);
}
}

View file

@ -276,10 +276,9 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
PolyTriangleDrawer::draw(args);
Polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, args.uniforms.subsectorDepth });
int sx1, sx2;
LineSegmentRange range = cull.GetSegmentRangeForLine(v1.X, v1.Y, v2.X, v2.Y, sx1, sx2);
if (range == LineSegmentRange::HasSegment)
Polyportal->Segments.push_back({ sx1, sx2 });
angle_t angle1, angle2;
if (cull.GetAnglesForLine(v1.X, v1.Y, v2.X, v2.Y, angle1, angle2))
Polyportal->Segments.push_back({ angle1, angle2 });
}
else if (!Masked)
{