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https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
- fix hud model clipping
This commit is contained in:
parent
78c06554af
commit
bfe6bffd33
6 changed files with 44 additions and 5 deletions
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@ -79,6 +79,11 @@ void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw
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queue->Push<PolySetCullCCWCommand>(ccw);
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queue->Push<PolySetCullCCWCommand>(ccw);
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}
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}
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void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable)
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{
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queue->Push<PolySetWeaponSceneCommand>(enable);
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}
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers)
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void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra, bool new_span_drawers)
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@ -94,6 +99,7 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
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dest_bgra = new_dest_bgra;
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dest_bgra = new_dest_bgra;
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span_drawers = new_span_drawers;
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span_drawers = new_span_drawers;
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ccw = true;
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ccw = true;
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weaponScene = false;
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}
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}
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void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
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void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
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@ -117,6 +123,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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const TriVertex *vinput = drawargs.Vertices();
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const TriVertex *vinput = drawargs.Vertices();
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const unsigned int *elements = drawargs.Elements();
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const unsigned int *elements = drawargs.Elements();
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@ -175,6 +182,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilValues = PolyStencilBuffer::Instance()->Values();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.zbuffer = PolyZBuffer::Instance()->Values();
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args.depthOffset = weaponScene ? 1.0f : 0.0f;
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const TriVertex *vinput = drawargs.Vertices();
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const TriVertex *vinput = drawargs.Vertices();
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int vcount = drawargs.VertexCount();
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int vcount = drawargs.VertexCount();
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@ -580,6 +588,17 @@ void PolySetCullCCWCommand::Execute(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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PolySetWeaponSceneCommand::PolySetWeaponSceneCommand(bool value) : value(value)
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{
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}
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void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
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{
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PolyTriangleThreadData::Get(thread)->SetWeaponScene(value);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers)
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PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers)
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: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), span_drawers(span_drawers)
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: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra), span_drawers(span_drawers)
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{
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{
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@ -35,6 +35,7 @@ public:
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static void ClearBuffers(DCanvas *canvas);
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static void ClearBuffers(DCanvas *canvas);
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static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
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static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
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static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
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static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
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static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
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};
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};
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@ -46,6 +47,7 @@ public:
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void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
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void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra, bool span_drawers);
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void SetTransform(const Mat4f *objectToClip);
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void SetTransform(const Mat4f *objectToClip);
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void SetCullCCW(bool value) { ccw = value; }
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void SetCullCCW(bool value) { ccw = value; }
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void SetWeaponScene(bool value) { weaponScene = value; }
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void DrawElements(const PolyDrawArgs &args);
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void DrawElements(const PolyDrawArgs &args);
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void DrawArrays(const PolyDrawArgs &args);
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void DrawArrays(const PolyDrawArgs &args);
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@ -79,6 +81,7 @@ private:
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bool dest_bgra = false;
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bool dest_bgra = false;
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uint8_t *dest = nullptr;
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uint8_t *dest = nullptr;
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bool ccw = true;
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bool ccw = true;
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bool weaponScene = false;
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const Mat4f *objectToClip = nullptr;
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const Mat4f *objectToClip = nullptr;
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bool span_drawers = false;
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bool span_drawers = false;
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@ -109,6 +112,18 @@ private:
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bool ccw;
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bool ccw;
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};
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};
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class PolySetWeaponSceneCommand : public DrawerCommand
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{
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public:
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PolySetWeaponSceneCommand(bool value);
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void Execute(DrawerThread *thread) override;
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FString DebugInfo() override { return "PolySetWeaponSceneCommand"; }
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private:
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bool value;
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};
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class PolySetViewportCommand : public DrawerCommand
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class PolySetViewportCommand : public DrawerCommand
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{
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{
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public:
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public:
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@ -365,7 +365,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
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float stepXW = args->gradientX.W;
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float stepXW = args->gradientX.W;
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float stepYW = args->gradientY.W;
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float stepYW = args->gradientY.W;
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
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uint32_t mask0 = 0;
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uint32_t mask0 = 0;
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uint32_t mask1 = 0;
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uint32_t mask1 = 0;
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@ -413,7 +413,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
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float stepXW = args->gradientX.W;
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float stepXW = args->gradientX.W;
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float stepYW = args->gradientY.W;
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float stepYW = args->gradientY.W;
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
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__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
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__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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@ -959,7 +959,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
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float stepXW = args->gradientX.W;
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float stepXW = args->gradientX.W;
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float stepYW = args->gradientY.W;
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float stepYW = args->gradientY.W;
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
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if (Mask0 == 0xffffffff && Mask1 == 0xffffffff)
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if (Mask0 == 0xffffffff && Mask1 == 0xffffffff)
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{
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{
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@ -1020,7 +1020,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
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float stepXW = args->gradientX.W;
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float stepXW = args->gradientX.W;
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float stepYW = args->gradientY.W;
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float stepYW = args->gradientY.W;
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y);
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float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
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__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
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__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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@ -1180,7 +1180,7 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, PolyTriangleT
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float startX = x + (0.5f - v1X);
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float startX = x + (0.5f - v1X);
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float startY = y + (0.5f - v1Y);
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float startY = y + (0.5f - v1Y);
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float posXW = v1W + stepXW * startX + args->gradientY.W * startY;
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float posXW = v1W + stepXW * startX + args->gradientY.W * startY + args->depthOffset;
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#ifndef NO_SSE
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#ifndef NO_SSE
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
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@ -60,6 +60,7 @@ struct TriDrawTriangleArgs
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bool destBgra;
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bool destBgra;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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ScreenTriangleStepVariables gradientY;
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float depthOffset;
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bool CalculateGradients()
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bool CalculateGradients()
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{
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{
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@ -105,11 +105,13 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
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ModelActor = actor;
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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}
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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{
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ModelActor = nullptr;
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ModelActor = nullptr;
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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}
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}
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void PolyModelRenderer::SetInterpolation(double interpolation)
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void PolyModelRenderer::SetInterpolation(double interpolation)
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@ -155,11 +155,13 @@ namespace swrenderer
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ModelActor = actor;
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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}
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}
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void SWModelRenderer::EndDrawHUDModel(AActor *actor)
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void SWModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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{
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ModelActor = nullptr;
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ModelActor = nullptr;
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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}
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}
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void SWModelRenderer::SetInterpolation(double interpolation)
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void SWModelRenderer::SetInterpolation(double interpolation)
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