mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-26 05:51:52 +00:00
Sky rendering fixes
This commit is contained in:
parent
373038231c
commit
529a93b680
2 changed files with 185 additions and 105 deletions
284
src/r_poly.cpp
284
src/r_poly.cpp
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@ -73,9 +73,17 @@ void RenderPolyBsp::Render()
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// Cull front to back
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if (numnodes == 0)
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PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
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{
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PvsSectors.push_back(subsectors);
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MaxCeilingHeight = subsectors->sector->ceilingplane.Zat0();
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MinFloorHeight = subsectors->sector->floorplane.Zat0();
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}
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else
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{
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MaxCeilingHeight = 0.0;
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MinFloorHeight = 0.0;
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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// Render front to back
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if (r_debug_cull)
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@ -102,29 +110,6 @@ void RenderPolyBsp::RenderScreenSprites()
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sprite.Render();
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}
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TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane)
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)plane.ZatPoint(v1);
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v.w = 1.0f;
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v.varying[0] = v.x / 64.0f;
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v.varying[1] = v.y / 64.0f;
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/*
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double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z);
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if (fixedlightlev >= 0)
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R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap)
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R_SetDSColorMapLight(fixedcolormap, 0, 0);
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else
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R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel));
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*/
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return v;
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}
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void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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{
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sector_t *frontsector = sub->sector;
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@ -139,72 +124,10 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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AddLine(line, frontsector, subsectorDepth);
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}
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FTextureID floorpicnum = frontsector->GetTexture(sector_t::floor);
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FTexture *floortex = TexMan(floorpicnum);
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if (floortex->UseType != FTexture::TEX_Null)
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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bool isSky = floorpicnum == skyflatnum;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane);
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}
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TriUniforms uniforms;
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0)
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uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth;
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, floortex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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}
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else
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PolyTriangleDrawer::fill(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
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}
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FTextureID ceilpicnum = frontsector->GetTexture(sector_t::ceiling);
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FTexture *ceiltex = TexMan(ceilpicnum);
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if (ceiltex->UseType != FTexture::TEX_Null)
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{
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bool isSky = ceilpicnum == skyflatnum;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane);
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}
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TriUniforms uniforms;
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0)
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uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth;
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, ceiltex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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}
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else
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PolyTriangleDrawer::fill(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
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RenderPlane(sub, subsectorDepth, true);
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RenderPlane(sub, subsectorDepth, false);
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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@ -218,6 +141,166 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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}
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}
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void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling)
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{
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sector_t *frontsector = sub->sector;
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FTextureID picnum = frontsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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bool isSky = picnum == skyflatnum;
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double skyHeight = ceiling ? MaxCeilingHeight : MinFloorHeight;
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TriUniforms uniforms;
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (fixedlightlev >= 0)
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uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
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else if (fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth;
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/*
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double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z);
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if (fixedlightlev >= 0)
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R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap)
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R_SetDSColorMapLight(fixedcolormap, 0, 0);
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else
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R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel));
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*/
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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return;
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if (ceiling)
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
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}
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}
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else
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{
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
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}
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}
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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}
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else
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{
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
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if (!wallvert)
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return;
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seg_t *line = &sub->firstline[i];
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bool closedSky = false;
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if (line->backsector)
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
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double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
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double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
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double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
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double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
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double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
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double topceilz1 = frontceilz1;
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double topceilz2 = frontceilz2;
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double topfloorz1 = MIN(backceilz1, frontceilz1);
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double topfloorz2 = MIN(backceilz2, frontceilz2);
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double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
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double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
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double bottomfloorz1 = frontfloorz1;
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double bottomfloorz2 = frontfloorz2;
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double middleceilz1 = topfloorz1;
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double middleceilz2 = topfloorz2;
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double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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closedSky = (ceiling && bothSkyCeiling && closedSector) || (!ceiling && bothSkyFloor && closedSector);
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if (!closedSky)
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{
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bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling;
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bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor;
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if ((ceiling && !topwall) || (!ceiling && !bottomwall))
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continue;
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}
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}
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if (ceiling)
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight);
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wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight);
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if (!closedSky)
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{
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wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
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wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
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}
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else
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{
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wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
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wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
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}
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}
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else
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{
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if (!closedSky)
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
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wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
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}
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else
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
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wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
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}
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wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight);
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
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}
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PolyTriangleDrawer::stencil(uniforms, wallvert, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 255);
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}
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}
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}
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TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, double height)
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{
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TriVertex v;
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v.x = (float)v1->fPos().X;
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v.y = (float)v1->fPos().Y;
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v.z = (float)height;
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v.w = 1.0f;
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v.varying[0] = v.x / 64.0f;
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v.varying[1] = 1.0f - v.y / 64.0f;
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return v;
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}
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SpriteRange RenderPolyBsp::GetSpritesForSector(sector_t *sector)
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{
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if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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@ -294,25 +377,23 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector, uint32_t subsect
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bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
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bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef)
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
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wall.TopZ = topceilz1;
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wall.BottomZ = topfloorz1;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::top;
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wall.IsSky = bothSkyCeiling;
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wall.Render(worldToClip);
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}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor)
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{
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wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
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wall.TopZ = bottomceilz1;
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wall.BottomZ = bottomfloorz2;
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::bottom;
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wall.IsSky = bothSkyFloor;
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wall.Render(worldToClip);
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}
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@ -619,6 +700,8 @@ void RenderPolyBsp::RenderNode(void *node)
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// Mark that we need to render this
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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MaxCeilingHeight = MAX(MaxCeilingHeight, sub->sector->ceilingplane.Zat0());
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MinFloorHeight = MIN(MinFloorHeight, sub->sector->floorplane.Zat0());
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PvsSectors.push_back(sub);
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// Update culling info for further bsp clipping
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@ -1092,15 +1175,10 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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uniforms.objectToClip = worldToClip;
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uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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uniforms.flags = 0;
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uniforms.subsectorDepth = IsSky ? RenderPolyBsp::SkySubsectorDepth : SubsectorDepth;
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uniforms.subsectorDepth = SubsectorDepth;
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if (!IsSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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}
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else
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PolyTriangleDrawer::fill(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
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}
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FTexture *RenderPolyWall::GetTexture()
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@ -1428,7 +1506,7 @@ void PolySkyDome::CreateDome()
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void PolySkyDome::RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row)
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{
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 0);
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 255);
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}
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void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap)
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@ -1436,7 +1514,7 @@ void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skyte
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uint32_t solid = skytex->GetSkyCapColor(bottomCap);
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if (!r_swtruecolor)
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solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 0);
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 255);
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}
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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@ -102,8 +102,9 @@ public:
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private:
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void RenderNode(void *node);
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void RenderSubsector(subsector_t *sub);
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void RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling);
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||
TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane);
|
||||
TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
|
||||
|
||||
void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
|
||||
void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
|
||||
|
@ -128,6 +129,8 @@ private:
|
|||
|
||||
std::vector<subsector_t *> PvsSectors;
|
||||
uint32_t NextSubsectorDepth = 0;
|
||||
double MaxCeilingHeight = 0.0;
|
||||
double MinFloorHeight = 0.0;
|
||||
|
||||
TriMatrix worldToClip;
|
||||
|
||||
|
@ -179,7 +182,6 @@ public:
|
|||
double UnpeggedCeil = 0.0;
|
||||
FSWColormap *Colormap = nullptr;
|
||||
bool Masked = false;
|
||||
bool IsSky = false;
|
||||
uint32_t SubsectorDepth = 0;
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue