- fix Software models don't display over nonexistent sprites

This commit is contained in:
Magnus Norddahl 2018-06-17 14:56:34 +02:00
parent 832de42c24
commit bce49ad7c8
4 changed files with 68 additions and 28 deletions

View file

@ -37,6 +37,8 @@
EXTERN_CVAR(Int, r_portal_recursions) EXTERN_CVAR(Int, r_portal_recursions)
extern double model_distance_cull;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
RenderPolyScene::RenderPolyScene() RenderPolyScene::RenderPolyScene()
@ -71,11 +73,24 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
sector_t *sector = &level.sectors[sectorIndex]; sector_t *sector = &level.sectors[sectorIndex];
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext) for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{ {
DVector2 left, right; if (!RenderPolySprite::IsThingCulled(thing))
if (!RenderPolySprite::GetLine(thing, left, right)) {
continue; int spritenum = thing->sprite;
double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared(); bool isPicnumOverride = thing->picnum.isValid();
AddSprite(thread, thing, distanceSquared, left, right); FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
if (r_modelscene && modelframe && distanceSquared < model_distance_cull)
{
AddModel(thread, thing, distanceSquared, thing->Pos());
}
else
{
DVector2 left, right;
if (!RenderPolySprite::GetLine(thing, left, right))
continue;
AddSprite(thread, thing, distanceSquared, left, right);
}
}
} }
} }
PolyMaskedCycles.Unclock(); PolyMaskedCycles.Unclock();
@ -296,6 +311,37 @@ void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue)); thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
} }
void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos)
{
if (level.nodes.Size() == 0)
{
subsector_t *sub = &level.subsectors[0];
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
}
else
{
void *node = level.HeadNode();
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
double planeD = planeNormal | planePos;
int side = (pos | planeNormal) > planeD;
node = bsp->children[side];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
}
}
void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth) void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{ {
// Tell automap we saw this // Tell automap we saw this

View file

@ -96,6 +96,7 @@ private:
void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right); void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node); void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
void AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos);
void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector); void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
void RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector); void RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector);

View file

@ -39,13 +39,12 @@ EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
EXTERN_CVAR(Int, gl_spriteclip) EXTERN_CVAR(Int, gl_spriteclip)
EXTERN_CVAR(Float, gl_sclipthreshold) EXTERN_CVAR(Float, gl_sclipthreshold)
EXTERN_CVAR(Float, gl_sclipfactor) EXTERN_CVAR(Float, gl_sclipfactor)
extern uint32_t r_renderercaps; extern uint32_t r_renderercaps;
extern double model_distance_cull;
bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right) bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
{ {
if (IsThingCulled(thing))
return false;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
@ -76,12 +75,12 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
{ {
if (r_modelscene) if (r_modelscene)
{ {
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
int spritenum = thing->sprite; int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid(); bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED)); FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe) if (modelframe && (thing->Pos() - viewpoint.Pos).LengthSquared() < model_distance_cull)
{ {
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing); PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
return; return;

View file

@ -76,11 +76,12 @@ EXTERN_CVAR(Bool, r_drawvoxels);
EXTERN_CVAR(Bool, r_debug_disable_vis_filter); EXTERN_CVAR(Bool, r_debug_disable_vis_filter);
extern uint32_t r_renderercaps; extern uint32_t r_renderercaps;
double model_distance_cull = 1e16;
namespace namespace
{ {
double sprite_distance_cull = 1e16; double sprite_distance_cull = 1e16;
double line_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) CUSTOM_CVAR(Float, r_sprite_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -935,7 +936,15 @@ namespace swrenderer
if (IsPotentiallyVisible(thing)) if (IsPotentiallyVisible(thing))
{ {
ThingSprite sprite; ThingSprite sprite;
if (GetThingSprite(thing, sprite)) int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (r_modelscene && 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);
}
else if (GetThingSprite(thing, sprite))
{ {
FDynamicColormap *thingColormap = basecolormap; FDynamicColormap *thingColormap = basecolormap;
int thingShade = spriteshade; int thingShade = spriteshade;
@ -954,24 +963,9 @@ namespace swrenderer
{ {
RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap); RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
} }
else if (!r_modelscene)
{
RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
}
else else
{ {
int spritenum = thing->sprite; RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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);
}
else
{
RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
}
} }
} }
} }