- Improve transfer heights support in softpoly

This commit is contained in:
Magnus Norddahl 2017-09-29 05:23:17 +02:00
parent 3031d48bfb
commit 0ee021a972
2 changed files with 399 additions and 283 deletions

View file

@ -47,238 +47,357 @@ void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &wo
} }
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals) void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
{
RenderNormal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight);
}
else
{
RenderPortal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight, portal, sectorPortals);
}
}
void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight)
{ {
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
sector_t *fakesector = sub->sector->heightsec; FTextureID picnum = GetPlaneTexture(sub, ceiling);
if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC)) if (picnum != skyflatnum)
fakesector = nullptr;
bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) == SECF_FAKEFLOORONLY;
FTextureID picnum;
bool ccw;
sector_t *frontsector;
if (fakesector)
{ {
// Floor and ceiling texture needs to be swapped sometimes? Why?? :( FTexture *tex = TexMan(picnum);
if (!tex || tex->UseType == FTexture::TEX_Null)
if (viewpoint.Pos.Z < fakesector->floorplane.Zat0()) // In water
{
if (ceiling)
{
picnum = fakesector->GetTexture(sector_t::ceiling);
ceiling = false;
frontsector = fakesector;
ccw = false;
}
else
{
picnum = fakesector->GetTexture(sector_t::floor);
frontsector = sub->sector;
ccw = true;
}
}
else if (viewpoint.Pos.Z >= fakesector->ceilingplane.Zat0() && !fakeflooronly) // In ceiling water
{
if (ceiling)
{
picnum = fakesector->GetTexture(sector_t::ceiling);
frontsector = sub->sector;
ccw = true;
}
else
{
picnum = fakesector->GetTexture(sector_t::floor);
frontsector = fakesector;
ccw = false;
ceiling = true;
}
}
else if (!ceiling) // Water surface
{
picnum = fakesector->GetTexture(sector_t::ceiling);
frontsector = fakesector;
ccw = true;
}
else if (!fakeflooronly) // Ceiling water surface
{
picnum = fakesector->GetTexture(sector_t::floor);
frontsector = fakesector;
ccw = true;
}
else // Upper ceiling
{
picnum = sub->sector->GetTexture(sector_t::ceiling);
ccw = true;
frontsector = sub->sector;
}
}
else
{
picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
ccw = true;
frontsector = sub->sector;
}
FTexture *tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
std::vector<PolyPortalSegment> portalSegments;
FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
PolyDrawSectorPortal *polyportal = nullptr;
if (portal && (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
portal = nullptr;
bool isSky = portal || picnum == skyflatnum;
if (portal)
{
// Skip portals not facing the camera
if ((ceiling && frontsector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
(!ceiling && frontsector->floorplane.PointOnSide(viewpoint.Pos) < 0))
{
return; return;
}
for (auto &p : sectorPortals) PolyPlaneUVTransform transform = GetPlaneTransform(sub, ceiling, tex);
{ TriVertex *vertices = CreatePlaneVertices(thread, sub, transform, GetSecPlane(sub, ceiling));
if (p->Portal == portal) // To do: what other criteria do we need to check for?
{
polyportal = p.get();
break;
}
}
if (!polyportal)
{
sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling)));
polyportal = sectorPortals.back().get();
}
#if 0 PolyDrawArgs args;
// Calculate portal clipping SetLightLevel(thread, args, sub, ceiling);
portalSegments.reserve(sub->numlines);
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0;
if (!backside)
{
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 });
}
else
{
angle_t angle1, angle2;
if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2))
portalSegments.push_back({ angle1, angle2 });
}
}
#endif
}
PolyPlaneUVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
{
if (!isSky)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[sub->numlines - 1 - i] = transform.GetVertex(line->v1, frontsector->ceilingplane.ZatPoint(line->v1));
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[sub->numlines - 1 - i] = transform.GetVertex(line->v1, skyHeight);
}
}
}
else
{
if (!isSky)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = transform.GetVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = transform.GetVertex(line->v1, skyHeight);
}
}
}
bool foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? frontsector->GetCeilingLight() : frontsector->GetFloorLight();
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
FDynamicColormap *basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(frontsector, ceiling ? &frontsector->ceilingplane : &frontsector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &frontsector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
{
lightlevel = *light->p_lightlevel;
}
}
PolyDrawArgs args;
args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
//args.SetSubsectorDepth(isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(ccw);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
if (!isSky)
{
SetDynLights(thread, args, sub, ceiling); SetDynLights(thread, args, sub, ceiling);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetTexture(tex); args.SetTexture(tex);
args.SetStyle(TriBlendMode::TextureOpaque); args.SetStyle(TriBlendMode::TextureOpaque);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan); args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
} }
else else
{ {
if (portal) TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
{
args.SetWriteStencil(true, polyportal->StencilValue);
polyportal->Shape.push_back({ vertices, (int)sub->numlines, ccw });
}
else
{
args.SetWriteStencil(true, 255);
}
PolyDrawArgs args;
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetWriteStencil(true, 255);
args.SetWriteColor(false); args.SetWriteColor(false);
args.SetWriteDepth(false); args.SetWriteDepth(false);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan); args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, sub, frontsector, portal, polyportal, ceiling, skyHeight, transform); RenderSkyWalls(thread, args, sub, nullptr, ceiling, skyHeight);
} }
} }
void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
PolyDrawSectorPortal *polyportal = nullptr;
std::vector<PolyPortalSegment> portalSegments;
sector_t *frontsector = sub->sector;
// Skip portals not facing the camera
if ((ceiling && frontsector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
(!ceiling && frontsector->floorplane.PointOnSide(viewpoint.Pos) < 0))
{
return;
}
for (auto &p : sectorPortals)
{
if (p->Portal == portal) // To do: what other criteria do we need to check for?
{
polyportal = p.get();
break;
}
}
if (!polyportal)
{
sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling)));
polyportal = sectorPortals.back().get();
}
#if 0
// Calculate portal clipping
portalSegments.reserve(sub->numlines);
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0;
if (!backside)
{
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 });
}
else
{
angle_t angle1, angle2;
if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2))
portalSegments.push_back({ angle1, angle2 });
}
}
#endif
TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
PolyDrawArgs args;
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetWriteStencil(true, polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, sub, polyportal, ceiling, skyHeight);
polyportal->Shape.push_back({ vertices, (int)sub->numlines, true });
}
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight)
{
sector_t *frontsector = sub->sector;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
if (line->backsector)
{
sector_t *backsector = line->backsector;
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
if (ceiling && bothSkyCeiling && closedSector)
{
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MIN(backceilz1, frontceilz1);
double topfloorz2 = MIN(backceilz2, frontceilz2);
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
skyBottomz1 = middlefloorz1;
skyBottomz2 = middlefloorz2;
}
else if (bothSkyCeiling)
{
continue;
}
}
else if (polyportal && line->linedef && line->linedef->special == Line_Horizon)
{
// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
}
TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4);
if (ceiling)
{
wallvert[0] = GetSkyVertex(line->v1, skyHeight);
wallvert[1] = GetSkyVertex(line->v2, skyHeight);
wallvert[2] = GetSkyVertex(line->v2, skyBottomz2);
wallvert[3] = GetSkyVertex(line->v1, skyBottomz1);
}
else
{
wallvert[0] = GetSkyVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
wallvert[1] = GetSkyVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
wallvert[2] = GetSkyVertex(line->v2, skyHeight);
wallvert[3] = GetSkyVertex(line->v1, skyHeight);
}
args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan);
if (polyportal)
{
polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() });
}
}
}
sector_t *RenderPolyPlane::GetHeightSec(subsector_t *sub, bool ceiling)
{
sector_t *controlsector = sub->sector->GetHeightSec();
if (!controlsector || controlsector == sub->sector || (ceiling && !!(controlsector->MoreFlags & SECF_FAKEFLOORONLY)))
return nullptr;
else
return controlsector;
}
HeightSecLocation RenderPolyPlane::GetHeightSecLocation(sector_t *controlsector)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
if (viewpoint.Pos.Z > controlsector->ceilingplane.ZatPoint(viewpoint.Pos.XY())) // Above control sector ceiling (A)
return HeightSecLocation::Above;
else if (viewpoint.Pos.Z > controlsector->floorplane.ZatPoint(viewpoint.Pos.XY())) // Between control sector ceiling and floor (B)
return HeightSecLocation::Between;
else
return HeightSecLocation::Below;
}
FTextureID RenderPolyPlane::GetPlaneTexture(subsector_t *sub, bool ceiling)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
if (diffTex && ceiling)
return sub->sector->GetTexture(sector_t::ceiling);
else
return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
case HeightSecLocation::Between:
return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
case HeightSecLocation::Below:
if (diffTex && !ceiling)
return sub->sector->GetTexture(sector_t::floor);
else
return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
}
}
PolyPlaneUVTransform RenderPolyPlane::GetPlaneTransform(subsector_t *sub, bool ceiling, FTexture *tex)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
if (diffTex && ceiling)
return PolyPlaneUVTransform(sub->sector->planes[sector_t::ceiling].xform, tex);
else
return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
case HeightSecLocation::Between:
return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
case HeightSecLocation::Below:
if (diffTex && !ceiling)
return PolyPlaneUVTransform(sub->sector->planes[sector_t::floor].xform, tex);
else
return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
}
}
const secplane_t &RenderPolyPlane::GetSecPlane(subsector_t *sub, bool ceiling)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return ceiling ? sub->sector->ceilingplane : sub->sector->floorplane;
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
return ceiling ? sub->sector->ceilingplane : controlsector->ceilingplane;
case HeightSecLocation::Between:
return ceiling ? controlsector->ceilingplane : controlsector->floorplane;
case HeightSecLocation::Below:
return ceiling ? controlsector->floorplane : sub->sector->floorplane;
}
}
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
{
sector_t *lightSector = sub->sector;
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (controlsector)
{
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
bool noFakeLight = !!(controlsector->MoreFlags & SECF_NOFAKELIGHT);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
// todo: upper texture as colormap
lightSector = controlsector;
break;
case HeightSecLocation::Between:
// normal texture as colormap
break;
case HeightSecLocation::Below:
// todo: lower texture as colormap
lightSector = controlsector;
break;
}
}
bool foggy = level.fadeto || lightSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? lightSector->GetCeilingLight() : lightSector->GetFloorLight();
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
FDynamicColormap *basecolormap = GetColorTable(lightSector->Colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && lightSector->e && lightSector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(lightSector, ceiling ? &lightSector->ceilingplane : &lightSector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &lightSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
{
lightlevel = *light->p_lightlevel;
}
}
args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
}
void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling) void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
{ {
FLightNode *light_list = sub->lighthead; FLightNode *light_list = sub->lighthead;
@ -342,83 +461,55 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z }); args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z });
} }
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform) TriVertex *RenderPolyPlane::CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane)
{ {
for (uint32_t i = 0; i < sub->numlines; i++) TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
double planeZ = plane.ZatPoint(viewpoint.Pos.XY());
if (viewpoint.Pos.Z < planeZ)
{ {
seg_t *line = &sub->firstline[i]; for (uint32_t i = 0; i < sub->numlines; i++)
double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
if (line->backsector)
{ {
sector_t *backsector = line->backsector; seg_t *line = &sub->firstline[sub->numlines - 1 - i];
vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
if (ceiling && bothSkyCeiling && closedSector)
{
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MIN(backceilz1, frontceilz1);
double topfloorz2 = MIN(backceilz2, frontceilz2);
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
skyBottomz1 = middlefloorz1;
skyBottomz2 = middlefloorz2;
}
else if (bothSkyCeiling)
{
continue;
}
}
else if (portal && line->linedef && line->linedef->special == Line_Horizon)
{
// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
}
TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4);
if (ceiling)
{
wallvert[0] = transform.GetVertex(line->v1, skyHeight);
wallvert[1] = transform.GetVertex(line->v2, skyHeight);
wallvert[2] = transform.GetVertex(line->v2, skyBottomz2);
wallvert[3] = transform.GetVertex(line->v1, skyBottomz1);
}
else
{
wallvert[0] = transform.GetVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
wallvert[1] = transform.GetVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
wallvert[2] = transform.GetVertex(line->v2, skyHeight);
wallvert[3] = transform.GetVertex(line->v1, skyHeight);
}
args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan);
if (portal)
{
polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() });
} }
} }
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
}
}
return vertices;
}
TriVertex *RenderPolyPlane::CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight)
{
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
if (viewpoint.Pos.Z < skyHeight)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[sub->numlines - 1 - i];
vertices[i] = GetSkyVertex(line->v1, skyHeight);
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = GetSkyVertex(line->v1, skyHeight);
}
}
return vertices;
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////

View file

@ -54,6 +54,13 @@ private:
float xOffs, yOffs; float xOffs, yOffs;
}; };
enum class HeightSecLocation
{
Above, // Above control sector ceiling (A)
Between, // Between control sector ceiling and floor (B)
Below // Below control sector floor (C)
};
class RenderPolyPlane class RenderPolyPlane
{ {
public: public:
@ -61,8 +68,26 @@ public:
private: private:
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals); void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform);
void RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight);
void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight);
void SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling); void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
FTextureID GetPlaneTexture(subsector_t *sub, bool ceiling);
PolyPlaneUVTransform GetPlaneTransform(subsector_t *sub, bool ceiling, FTexture *texture);
const secplane_t &GetSecPlane(subsector_t *sub, bool ceiling);
sector_t *GetHeightSec(subsector_t *sub, bool ceiling);
HeightSecLocation GetHeightSecLocation(sector_t *controlsector);
TriVertex *CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane);
TriVertex *CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight);
static TriVertex GetSkyVertex(vertex_t *v, double height) { return { (float)v->fX(), (float)v->fY(), (float)height, 1.0f, 0.0f, 0.0f }; }
}; };
class Render3DFloorPlane class Render3DFloorPlane