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https://github.com/ZDoom/qzdoom.git
synced 2024-11-13 07:57:58 +00:00
- fixed rendering of two-sided polyobjects that have their upper or lower textures exposed.
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parent
ea6c498470
commit
7d2bbbd351
1 changed files with 62 additions and 53 deletions
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@ -1418,9 +1418,11 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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fixed_t ffh2;
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sector_t * realfront;
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sector_t * realback;
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sector_t * segfront;
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sector_t * segback;
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#ifdef _DEBUG
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if (seg->linedef-lines==5835)
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if (seg->linedef-lines==904)
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{
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int a = 0;
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}
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@ -1433,14 +1435,16 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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if ((seg->sidedef->Flags & WALLF_POLYOBJ) && seg->backsector)
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{
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// Textures on 2-sided polyobjects are aligned to the actual seg's sectors
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realfront = seg->frontsector;
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realback = seg->backsector;
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segfront = realfront = seg->frontsector;
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segback = realback = seg->backsector;
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}
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else
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{
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// Need these for aligning the textures
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realfront = §ors[frontsector->sectornum];
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realback = backsector ? §ors[backsector->sectornum] : NULL;
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segfront = frontsector;
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segback = backsector;
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}
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if (seg->sidedef == seg->linedef->sidedef[0])
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@ -1521,27 +1525,27 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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// Save a little time (up to 0.3 ms per frame ;) )
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if (frontsector->floorplane.a | frontsector->floorplane.b)
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{
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ffh1 = frontsector->floorplane.ZatPoint(v1);
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ffh2 = frontsector->floorplane.ZatPoint(v2);
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ffh1 = segfront->floorplane.ZatPoint(v1);
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ffh2 = segfront->floorplane.ZatPoint(v2);
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zfloor[0] = FIXED2FLOAT(ffh1);
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zfloor[1] = FIXED2FLOAT(ffh2);
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}
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else
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{
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ffh1 = ffh2 = -frontsector->floorplane.d;
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ffh1 = ffh2 = -segfront->floorplane.d;
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zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2);
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}
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if (frontsector->ceilingplane.a | frontsector->ceilingplane.b)
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if (segfront->ceilingplane.a | segfront->ceilingplane.b)
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{
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fch1 = frontsector->ceilingplane.ZatPoint(v1);
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fch2 = frontsector->ceilingplane.ZatPoint(v2);
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fch1 = segfront->ceilingplane.ZatPoint(v1);
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fch2 = segfront->ceilingplane.ZatPoint(v2);
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zceil[0] = FIXED2FLOAT(fch1);
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zceil[1] = FIXED2FLOAT(fch2);
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}
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else
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{
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fch1 = fch2 = frontsector->ceilingplane.d;
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fch1 = fch2 = segfront->ceilingplane.d;
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zceil[0] = zceil[1] = FIXED2FLOAT(fch2);
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}
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@ -1577,24 +1581,24 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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fixed_t bfh1;
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fixed_t bfh2;
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if (backsector->floorplane.a | backsector->floorplane.b)
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if (segback->floorplane.a | segback->floorplane.b)
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{
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bfh1 = backsector->floorplane.ZatPoint(v1);
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bfh2 = backsector->floorplane.ZatPoint(v2);
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bfh1 = segback->floorplane.ZatPoint(v1);
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bfh2 = segback->floorplane.ZatPoint(v2);
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}
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else
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{
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bfh1 = bfh2 = -backsector->floorplane.d;
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bfh1 = bfh2 = -segback->floorplane.d;
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}
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if (backsector->ceilingplane.a | backsector->ceilingplane.b)
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if (segback->ceilingplane.a | segback->ceilingplane.b)
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{
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bch1 = backsector->ceilingplane.ZatPoint(v1);
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bch2 = backsector->ceilingplane.ZatPoint(v2);
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bch1 = segback->ceilingplane.ZatPoint(v1);
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bch2 = segback->ceilingplane.ZatPoint(v2);
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}
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else
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{
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bch1 = bch2 = backsector->ceilingplane.d;
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bch1 = bch2 = segback->ceilingplane.d;
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}
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SkyTop(seg, frontsector, backsector, v1, v2);
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@ -1623,25 +1627,28 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling),
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fch1, fch2, bch1a, bch2a, 0);
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}
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else if ((frontsector->ceilingplane.a | frontsector->ceilingplane.b |
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backsector->ceilingplane.a | backsector->ceilingplane.b) &&
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frontsector->GetTexture(sector_t::ceiling) != skyflatnum &&
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backsector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), false, true);
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if (gltexture)
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{
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DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
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realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling),
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fch1, fch2, bch1a, bch2a, 0);
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}
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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// skip processing if the back is a malformed subsector
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if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
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if ((frontsector->ceilingplane.a | frontsector->ceilingplane.b |
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backsector->ceilingplane.a | backsector->ceilingplane.b) &&
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frontsector->GetTexture(sector_t::ceiling) != skyflatnum &&
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backsector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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gl_drawinfo->AddUpperMissingTexture(seg->sidedef, sub, bch1a);
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gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), false, true);
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if (gltexture)
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{
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DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
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realfront->GetPlaneTexZ(sector_t::ceiling), realback->GetPlaneTexZ(sector_t::ceiling),
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fch1, fch2, bch1a, bch2a, 0);
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}
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}
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else
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{
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// skip processing if the back is a malformed subsector
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if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
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{
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gl_drawinfo->AddUpperMissingTexture(seg->sidedef, sub, bch1a);
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}
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}
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}
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}
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@ -1692,29 +1699,31 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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realfront->GetPlaneTexZ(sector_t::floor) - realback->GetPlaneTexZ(sector_t::ceiling) :
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realfront->GetPlaneTexZ(sector_t::floor) - realfront->GetPlaneTexZ(sector_t::ceiling));
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}
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else if ((frontsector->floorplane.a | frontsector->floorplane.b |
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backsector->floorplane.a | backsector->floorplane.b) &&
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frontsector->GetTexture(sector_t::floor) != skyflatnum &&
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backsector->GetTexture(sector_t::floor) != skyflatnum)
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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// render it anyway with the sector's floor texture. With a background sky
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// there are ugly holes otherwise and slopes are simply not precise enough
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// to mach in any case.
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gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), false, true);
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if (gltexture)
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if ((frontsector->floorplane.a | frontsector->floorplane.b |
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backsector->floorplane.a | backsector->floorplane.b) &&
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frontsector->GetTexture(sector_t::floor) != skyflatnum &&
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backsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
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realback->GetPlaneTexZ(sector_t::floor), realfront->GetPlaneTexZ(sector_t::floor),
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bfh1, bfh2, ffh1, ffh2, realfront->GetPlaneTexZ(sector_t::floor) - realfront->GetPlaneTexZ(sector_t::ceiling));
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// render it anyway with the sector's floor texture. With a background sky
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// there are ugly holes otherwise and slopes are simply not precise enough
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// to mach in any case.
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gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), false, true);
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if (gltexture)
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{
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DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
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realback->GetPlaneTexZ(sector_t::floor), realfront->GetPlaneTexZ(sector_t::floor),
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bfh1, bfh2, ffh1, ffh2, realfront->GetPlaneTexZ(sector_t::floor) - realfront->GetPlaneTexZ(sector_t::ceiling));
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}
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}
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}
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else if (backsector->GetTexture(sector_t::floor) != skyflatnum &&
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!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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// skip processing if the back is a malformed subsector
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if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
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else if (backsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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gl_drawinfo->AddLowerMissingTexture(seg->sidedef, sub, bfh1);
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// skip processing if the back is a malformed subsector
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if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
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{
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gl_drawinfo->AddLowerMissingTexture(seg->sidedef, sub, bfh1);
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}
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}
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}
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}
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