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https://github.com/ZDoom/qzdoom.git
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- Fix sprites behind midtextures unrender when near voxel
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parent
6d8281c812
commit
205350e726
4 changed files with 50 additions and 34 deletions
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@ -41,7 +41,6 @@ namespace swrenderer
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Sprites.Clear();
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StartIndices.Clear();
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SortedSprites.Clear();
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DrewAVoxel = false;
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}
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void VisibleSpriteList::PushPortal()
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@ -55,17 +54,13 @@ namespace swrenderer
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StartIndices.Pop();
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}
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void VisibleSpriteList::Push(VisibleSprite *sprite, bool isVoxel)
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void VisibleSpriteList::Push(VisibleSprite *sprite)
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{
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Sprites.Push(sprite);
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if (isVoxel)
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DrewAVoxel = true;
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}
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void VisibleSpriteList::Sort()
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{
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bool compare2d = DrewAVoxel;
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unsigned int first = StartIndices.Size() == 0 ? 0 : StartIndices.Last();
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unsigned int count = Sprites.Size() - first;
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@ -88,25 +83,9 @@ namespace swrenderer
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SortedSprites[i] = Sprites[first + count - i - 1];
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}
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if (compare2d)
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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return a->SortDist2D() < b->SortDist2D();
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});
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}
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else
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{
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// This is the standard version, which does a simple test based on depth.
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool
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{
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return a->SortDist() > b->SortDist();
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});
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}
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return a->SortDist() > b->SortDist();
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});
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}
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}
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@ -11,7 +11,7 @@ namespace swrenderer
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void Clear();
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void PushPortal();
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void PopPortal();
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void Push(VisibleSprite *sprite, bool isVoxel = false);
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void Push(VisibleSprite *sprite);
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void Sort();
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TArray<VisibleSprite *> SortedSprites;
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@ -19,6 +19,5 @@ namespace swrenderer
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private:
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TArray<VisibleSprite *> Sprites;
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TArray<unsigned int> StartIndices;
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bool DrewAVoxel = false;
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};
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}
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@ -124,7 +124,7 @@ namespace swrenderer
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vis->yscale = (float)yscale;
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vis->x1 = renderportal->WindowLeft;
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vis->x2 = renderportal->WindowRight;
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vis->idepth = 1 / MINZ;
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vis->idepth = float(1 / tz);
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vis->floorclip = thing->Floorclip;
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pos.Z -= thing->Floorclip;
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@ -189,7 +189,19 @@ namespace swrenderer
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vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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thread->SpriteList->Push(vis, true);
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// Fake a voxel drawing to find its extents..
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SpriteDrawerArgs drawerargs;
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drawerargs.SetLight(vis->Light.BaseColormap, 0, vis->Light.ColormapNum << FRACBITS);
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basecolormap = (FDynamicColormap*)vis->Light.BaseColormap;
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bool visible = drawerargs.SetStyle(thread->Viewport.get(), vis->RenderStyle, vis->Alpha, vis->Translation, vis->FillColor, basecolormap);
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if (!visible)
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return;
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int flags = vis->bInMirror ? (DVF_MIRRORED | DVF_FIND_X1X2) : DVF_FIND_X1X2;
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vis->DrawVoxel(thread, drawerargs, vis->pa.vpos, vis->pa.vang, vis->gpos, vis->Angle, vis->xscale, FLOAT2FIXED(vis->yscale), vis->voxel, nullptr, nullptr, 0, 0, flags);
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if (vis->x1 >= vis->x2)
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return;
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thread->SpriteList->Push(vis);
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}
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void RenderVoxel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ)
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@ -379,8 +391,13 @@ namespace swrenderer
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bool useSlabDataBgra = !drawerargs.DrawerNeedsPalInput() && viewport->RenderTarget->IsBgra();
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int coverageX1 = this->x2;
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int coverageX2 = this->x1;
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const int maxoutblocks = 100;
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VoxelBlock *outblocks = thread->FrameMemory->AllocMemory<VoxelBlock>(maxoutblocks);
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VoxelBlock *outblocks = nullptr;
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if ((flags & DVF_FIND_X1X2) == 0)
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outblocks = thread->FrameMemory->AllocMemory<VoxelBlock>(maxoutblocks);
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int nextoutblock = 0;
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for (cnt = 0; cnt < 8; cnt++)
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@ -470,6 +487,13 @@ namespace swrenderer
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if (rx > this->x2) rx = this->x2;
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if (rx <= lx) continue;
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if (flags & DVF_FIND_X1X2)
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{
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coverageX1 = MIN(coverageX1, lx);
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coverageX2 = MAX(coverageX2, rx);
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continue;
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}
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fixed_t l1 = xs_RoundToInt(centerxwidebig_f / (ny - yoff));
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fixed_t l2 = xs_RoundToInt(centerxwidebig_f / (ny + yoff));
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for (; voxptr < voxend; voxptr = (kvxslab_t *)((uint8_t *)voxptr + voxptr->zleng + 3))
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@ -595,7 +619,7 @@ namespace swrenderer
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if (nextoutblock == maxoutblocks)
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{
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drawerargs.DrawVoxelBlocks(thread, outblocks, nextoutblock);
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drawerargs.DrawVoxelBlocks(thread, outblocks, maxoutblocks);
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outblocks = thread->FrameMemory->AllocMemory<VoxelBlock>(maxoutblocks);
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nextoutblock = 0;
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}
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@ -646,9 +670,17 @@ namespace swrenderer
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}
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}
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if (nextoutblock != 0)
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if (flags & DVF_FIND_X1X2)
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{
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drawerargs.DrawVoxelBlocks(thread, outblocks, nextoutblock);
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this->x1 = coverageX1;
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this->x2 = coverageX2;
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}
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else
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{
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if (nextoutblock != 0)
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{
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drawerargs.DrawVoxelBlocks(thread, outblocks, nextoutblock);
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}
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}
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}
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@ -73,6 +73,12 @@ namespace swrenderer
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FAngle vang = { 0.0f }; // view angle
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};
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struct VoxelBlockEntry
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{
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VoxelBlock *block;
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VoxelBlockEntry *next;
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};
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posang pa;
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DAngle Angle = { 0.0 };
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fixed_t xscale = 0;
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@ -82,7 +88,7 @@ namespace swrenderer
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uint32_t Translation = 0;
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uint32_t FillColor = 0;
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4, DVF_FIND_X1X2 = 8 };
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static kvxslab_t *GetSlabStart(const FVoxelMipLevel &mip, int x, int y);
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static kvxslab_t *GetSlabEnd(const FVoxelMipLevel &mip, int x, int y);
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