- Clip decals to the wall part

This commit is contained in:
Magnus Norddahl 2017-08-27 17:18:39 +02:00
parent 948e50e458
commit 45388d8a31
2 changed files with 197 additions and 66 deletions

View file

@ -52,92 +52,132 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
double edge_right = tex->GetWidth();
double edge_left = tex->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
sector_t *front, *back;
GetDecalSectors(decal, line, &front, &back);
double dcx, dcy;
decal->GetXY(line->sidedef, dcx, dcy);
DVector2 decal_pos = { dcx, dcy };
// Calculate unclipped position and UV coordinates
double edge_left = tex->LeftOffset * decal->ScaleX;
double edge_right = (tex->GetWidth() - tex->LeftOffset) * decal->ScaleX;
DVector2 angvec = (line->v2->fPos() - line->v1->fPos()).Unit();
DVector2 normal = { angvec.Y, -angvec.X };
decal_pos += normal;
double dcx, dcy;
decal->GetXY(line->sidedef, dcx, dcy);
DVector2 decal_pos = DVector2(dcx, dcy) + normal;
DVector2 decal_left = decal_pos - edge_left * angvec;
DVector2 decal_right = decal_pos + edge_right * angvec;
// Determine actor z
double zpos = decal->Z;
sector_t *back = (line->backsector != nullptr) ? line->backsector : line->frontsector;
bool flipTextureX = (decal->RenderFlags & RF_XFLIP) == RF_XFLIP;
double u_left = flipTextureX ? 1.0 : 0.0;
double u_right = flipTextureX ? 1.0 - tex->Scale.X : tex->Scale.X;
double u_unit = (u_right - u_left) / (edge_left + edge_right);
// for 3d-floor segments use the model sector as reference
sector_t *front;
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
else front = line->frontsector;
double zpos = GetDecalZ(decal, line, front, back);
double spriteHeight = decal->ScaleY / tex->Scale.Y * tex->GetHeight();
double ztop = zpos + spriteHeight - spriteHeight * 0.5;
double zbottom = zpos - spriteHeight * 0.5;
switch (decal->RenderFlags & RF_RELMASK)
double v_top = 0.0;
double v_bottom = tex->Scale.Y;
double v_unit = (v_bottom - v_top) / (zbottom - ztop);
// Clip decal to wall part
double walltopz, wallbottomz;
GetWallZ(decal, line, front, back, walltopz, wallbottomz);
double clip_left_v1 = (decal_left - line->v1->fPos()) | angvec;
double clip_right_v1 = (decal_right - line->v1->fPos()) | angvec;
double clip_left_v2 = (decal_left - line->v2->fPos()) | angvec;
double clip_right_v2 = (decal_right - line->v2->fPos()) | angvec;
if ((clip_left_v1 <= 0.0 && clip_right_v1 <= 0.0) || (clip_left_v2 >= 0.0 && clip_right_v2 >= 0.0))
return;
if (clip_left_v1 < 0.0)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (line->linedef->flags & ML_DONTPEGTOP)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
break;
case RF_RELLOWER:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
break;
case RF_RELMID:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
else
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
decal_left -= angvec * clip_left_v1;
u_left -= u_unit * clip_left_v1;
}
if (clip_right_v1 < 0.0)
{
decal_right -= angvec * clip_right_v1;
u_right -= u_unit * clip_right_v1;
}
if (clip_left_v2 > 0.0)
{
decal_left -= angvec * clip_left_v2;
u_left -= u_unit * clip_left_v2;
}
if (clip_right_v2 > 0.0)
{
decal_right -= angvec * clip_right_v2;
u_right -= u_unit * clip_right_v2;
}
DVector2 spriteScale = { decal->ScaleX, decal->ScaleY };
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
double clip_top_floor = ztop - wallbottomz;
double clip_bottom_floor = zbottom - wallbottomz;
double clip_top_ceiling = ztop - walltopz;
double clip_bottom_ceiling = zbottom - walltopz;
bool flipTextureX = (decal->RenderFlags & RF_XFLIP) == RF_XFLIP;
if ((clip_top_floor <= 0.0 && clip_bottom_floor <= 0.0) || (clip_top_ceiling >= 0.0 && clip_bottom_ceiling >= 0.0))
return;
DVector2 points[2] = { decal_left, decal_right };
if (clip_top_floor < 0.0)
{
ztop -= clip_top_floor;
v_top -= v_unit * clip_top_floor;
}
if (clip_bottom_floor < 0.0)
{
zbottom -= clip_bottom_floor;
v_bottom -= v_unit * clip_bottom_floor;
}
if (clip_top_ceiling > 0.0)
{
ztop -= clip_top_ceiling;
v_top -= v_unit * clip_top_ceiling;
}
if (clip_bottom_ceiling > 0.0)
{
zbottom -= clip_bottom_ceiling;
v_bottom -= v_unit * clip_bottom_ceiling;
}
// Generate vertices for the decal
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
vertices[0].x = (float)decal_left.X;
vertices[0].y = (float)decal_left.Y;
vertices[0].z = (float)ztop;
vertices[0].w = 1.0f;
vertices[0].u = (float)u_left;
vertices[0].v = (float)v_top;
vertices[1].x = (float)decal_right.X;
vertices[1].y = (float)decal_right.Y;
vertices[1].z = (float)ztop;
vertices[1].w = 1.0f;
vertices[1].u = (float)u_right;
vertices[1].v = (float)v_top;
vertices[2].x = (float)decal_right.X;
vertices[2].y = (float)decal_right.Y;
vertices[2].z = (float)zbottom;
vertices[2].w = 1.0f;
vertices[2].u = (float)u_right;
vertices[2].v = (float)v_bottom;
vertices[3].x = (float)decal_left.X;
vertices[3].y = (float)decal_left.Y;
vertices[3].z = (float)zbottom;
vertices[3].w = 1.0f;
vertices[3].u = (float)u_left;
vertices[3].v = (float)v_bottom;
// Light calculations
bool foggy = false;
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(zpos + spriteHeight * offsets[i].second - spriteHeight * 0.5);
vertices[i].w = 1.0f;
vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].u = 1.0f - vertices[i].u;
}
bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
int lightlevel = fullbrightSprite ? 255 : front->lightlevel + actualextralight;
@ -155,3 +195,90 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
args.SetWriteDepth(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
void RenderPolyDecal::GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back)
{
// for 3d-floor segments use the model sector as reference
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID)
*front = decal->Sector;
else
*front = line->frontsector;
*back = (line->backsector != nullptr) ? line->backsector : line->frontsector;
}
double RenderPolyDecal::GetDecalZ(DBaseDecal *decal, const seg_t *line, sector_t *front, sector_t *back)
{
switch (decal->RenderFlags & RF_RELMASK)
{
default:
return decal->Z;
case RF_RELUPPER:
if (line->linedef->flags & ML_DONTPEGTOP)
return decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
return decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
case RF_RELLOWER:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
return decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
return decal->Z + back->GetPlaneTexZ(sector_t::floor);
break;
case RF_RELMID:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
return decal->Z + front->GetPlaneTexZ(sector_t::floor);
else
return decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
void RenderPolyDecal::GetWallZ(DBaseDecal *decal, const seg_t *line, sector_t *front, sector_t *back, double &walltopz, double &wallbottomz)
{
double frontceilz1 = front->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = front->floorplane.ZatPoint(line->v1);
double frontceilz2 = front->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = front->floorplane.ZatPoint(line->v2);
if (back == nullptr)
{
walltopz = MAX(frontceilz1, frontceilz2);
wallbottomz = MIN(frontfloorz1, frontfloorz2);
}
else
{
double backceilz1 = back->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = back->floorplane.ZatPoint(line->v1);
double backceilz2 = back->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = back->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MAX(MIN(backceilz1, frontceilz1), frontfloorz1);
double topfloorz2 = MAX(MIN(backceilz2, frontceilz2), frontfloorz2);
double bottomceilz1 = MIN(MAX(frontfloorz1, backfloorz1), frontceilz1);
double bottomceilz2 = MIN(MAX(frontfloorz2, backfloorz2), frontceilz2);
double bottomfloorz1 = frontfloorz1;
double bottomfloorz2 = frontfloorz2;
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
switch (decal->RenderFlags & RF_RELMASK)
{
default:
walltopz = MAX(frontceilz1, frontceilz2);
wallbottomz = MIN(frontfloorz1, frontfloorz2);
break;
case RF_RELUPPER:
walltopz = MAX(topceilz1, topceilz2);
wallbottomz = MIN(topfloorz1, topfloorz2);
break;
case RF_RELLOWER:
walltopz = MAX(bottomceilz1, bottomceilz2);
wallbottomz = MIN(bottomfloorz1, bottomfloorz2);
break;
case RF_RELMID:
walltopz = MAX(middleceilz1, middleceilz2);
wallbottomz = MIN(middlefloorz1, middlefloorz2);
}
}
}

View file

@ -31,4 +31,8 @@ public:
private:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue);
void GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back);
double GetDecalZ(DBaseDecal *decal, const seg_t *line, sector_t *front, sector_t *back);
void GetWallZ(DBaseDecal *decal, const seg_t *line, sector_t *front, sector_t *back, double &walltopz, double &wallbottomz);
};