This commit is contained in:
Rachael Alexanderson 2017-11-29 01:19:36 -05:00
commit 239218aba6
4 changed files with 46 additions and 4 deletions

View file

@ -243,6 +243,15 @@ bool PolyTriangleDrawer::is_degenerate(const ShadedTriVertex *vert)
return crosslengthsqr <= 1.e-6f;
}
bool PolyTriangleDrawer::is_frontfacing(TriDrawTriangleArgs *args)
{
float a =
args->v1->x * args->v2->y - args->v2->x * args->v1->y +
args->v2->x * args->v3->y - args->v3->x * args->v2->y +
args->v3->x * args->v1->y - args->v1->x * args->v3->y;
return a <= 0.0f;
}
void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
// Reject triangle if degenerate
@ -324,7 +333,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
args->v1 = &clippedvert[numclipvert - 1];
args->v2 = &clippedvert[i - 1];
args->v3 = &clippedvert[i - 2];
if (args->CalculateGradients())
if (is_frontfacing(args) && args->CalculateGradients())
ScreenTriangle::Draw(args, thread);
}
}
@ -335,7 +344,7 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
args->v1 = &clippedvert[0];
args->v2 = &clippedvert[i - 1];
args->v3 = &clippedvert[i];
if (args->CalculateGradients())
if (!is_frontfacing(args) && args->CalculateGradients())
ScreenTriangle::Draw(args, thread);
}
}

View file

@ -44,6 +44,7 @@ private:
static void draw_arrays(const PolyDrawArgs &args, WorkerThreadData *thread);
static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread);
static bool is_degenerate(const ShadedTriVertex *vertices);
static bool is_frontfacing(TriDrawTriangleArgs *args);
static int clipedge(const ShadedTriVertex *verts, ShadedTriVertex *clippedvert);

View file

@ -80,6 +80,7 @@ namespace
{
double sprite_distance_cull = 1e16;
double line_distance_cull = 1e16;
double model_distance_cull = 1e16;
}
CUSTOM_CVAR(Float, r_sprite_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -106,6 +107,18 @@ CUSTOM_CVAR(Float, r_line_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
}
}
CUSTOM_CVAR(Float, r_model_distance_cull, 1024, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/) // Experimental for the moment until a good default is chosen
{
if (r_model_distance_cull > 0.0)
{
model_distance_cull = r_model_distance_cull * r_model_distance_cull;
}
else
{
model_distance_cull = 1e16;
}
}
namespace swrenderer
{
RenderOpaquePass::RenderOpaquePass(RenderThread *thread) : renderline(thread)
@ -955,7 +968,7 @@ namespace swrenderer
int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe)
if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
{
DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);

View file

@ -115,6 +115,25 @@ namespace swrenderer
VSMatrix SWModelRenderer::GetViewToWorldMatrix()
{
// Calculate the WorldToView matrix as it would have looked like without yshearing:
const auto &Viewpoint = Thread->Viewport->viewpoint;
const auto &Viewwindow = Thread->Viewport->viewwindow;
double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians();
float ratio = Viewwindow.WidescreenRatio;
float fovratio = (Viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(Viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix altWorldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, level.info->pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);
TriMatrix swapYZ = TriMatrix::null();
swapYZ.matrix[0 + 0 * 4] = 1.0f;
swapYZ.matrix[1 + 2 * 4] = 1.0f;
@ -122,7 +141,7 @@ namespace swrenderer
swapYZ.matrix[3 + 3 * 4] = 1.0f;
VSMatrix worldToView;
worldToView.loadMatrix((Thread->Viewport->WorldToView * swapYZ).matrix);
worldToView.loadMatrix((altWorldToView * swapYZ).matrix);
VSMatrix objectToWorld;
worldToView.inverseMatrix(objectToWorld);