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https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
- Improved softpoly sprite clipping
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parent
a0cc78d6aa
commit
3b8570003a
4 changed files with 50 additions and 18 deletions
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@ -33,7 +33,7 @@
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EXTERN_CVAR(Int, r_3dfloors)
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EXTERN_CVAR(Int, r_3dfloors)
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void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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{
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RenderPolyPlane plane;
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RenderPolyPlane plane;
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@ -61,7 +61,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipP
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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if (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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{
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{
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plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, false, fakeFloor);
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plane.Render3DFloor(worldToClip, clipPlane, sub, floorSubsectorDepth, stencilValue, false, fakeFloor);
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}
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}
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}
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}
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@ -82,13 +82,13 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipP
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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if (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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{
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{
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plane.Render3DFloor(worldToClip, clipPlane, sub, subsectorDepth, stencilValue, true, fakeFloor);
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plane.Render3DFloor(worldToClip, clipPlane, sub, ceilingSubsectorDepth, stencilValue, true, fakeFloor);
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}
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}
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}
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}
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}
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}
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plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(worldToClip, clipPlane, cull, sub, ceilingSubsectorDepth, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
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plane.Render(worldToClip, clipPlane, cull, sub, floorSubsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
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}
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}
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void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
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void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
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@ -30,7 +30,7 @@ class PolyCull;
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class RenderPolyPlane
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class RenderPolyPlane
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{
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{
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public:
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public:
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static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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private:
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private:
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struct UVTransform
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struct UVTransform
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@ -30,7 +30,6 @@
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/scene/poly_light.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, r_portal_recursions)
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EXTERN_CVAR(Int, r_portal_recursions)
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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@ -92,19 +91,52 @@ void RenderPolyScene::ClearBuffers()
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void RenderPolyScene::RenderSectors()
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void RenderPolyScene::RenderSectors()
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{
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{
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if (r_debug_cull)
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int count = (int)Cull.PvsSectors.size();
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auto subsectors = Cull.PvsSectors.data();
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int nextCeilingZChange = 0;
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int nextFloorZChange = 0;
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uint32_t ceilingSubsectorDepth = 0;
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uint32_t floorSubsectorDepth = 0;
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for (int i = 0; i < count; i++)
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{
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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// The software renderer only updates the clipping if the sector height changes.
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RenderSubsector(*it);
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// Find the subsector depths for when that happens.
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}
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if (i == nextCeilingZChange)
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else
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{
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{
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double z = subsectors[i]->sector->ceilingplane.Zat0();
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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nextCeilingZChange++;
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RenderSubsector(*it);
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while (nextCeilingZChange < count)
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{
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double nextZ = subsectors[nextCeilingZChange]->sector->ceilingplane.Zat0();
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if (nextZ > z)
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break;
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z = nextZ;
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nextCeilingZChange++;
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}
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ceilingSubsectorDepth = NextSubsectorDepth + nextCeilingZChange - i - 1;
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}
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if (i == nextFloorZChange)
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{
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double z = subsectors[i]->sector->floorplane.Zat0();
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nextFloorZChange++;
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while (nextFloorZChange < count)
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{
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double nextZ = subsectors[nextFloorZChange]->sector->floorplane.Zat0();
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if (nextZ < z)
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break;
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z = nextZ;
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nextFloorZChange++;
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}
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floorSubsectorDepth = NextSubsectorDepth + nextFloorZChange - i - 1;
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}
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RenderSubsector(subsectors[i], ceilingSubsectorDepth, floorSubsectorDepth);
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}
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}
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}
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub)
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void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth)
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{
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{
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sector_t *frontsector = sub->sector;
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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frontsector->MoreFlags |= SECF_DRAWN;
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@ -147,7 +179,7 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, ceilingSubsectorDepth, floorSubsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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}
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}
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if (mainBSP)
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if (mainBSP)
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@ -86,7 +86,7 @@ private:
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void ClearBuffers();
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void ClearBuffers();
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void RenderPortals(int portalDepth);
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void RenderPortals(int portalDepth);
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void RenderSectors();
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void RenderSectors();
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void RenderSubsector(subsector_t *sub);
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void RenderSubsector(subsector_t *sub, uint32_t ceilingSubsectorDepth, uint32_t floorSubsectorDepth);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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