- fix hud model clipping

This commit is contained in:
Magnus Norddahl 2018-05-07 00:33:16 +02:00
parent 78c06554af
commit bfe6bffd33
6 changed files with 44 additions and 5 deletions

View file

@ -79,6 +79,11 @@ void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw
queue->Push<PolySetCullCCWCommand>(ccw); queue->Push<PolySetCullCCWCommand>(ccw);
} }
void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable)
{
queue->Push<PolySetWeaponSceneCommand>(enable);
}
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
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) 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)
@ -94,6 +99,7 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
dest_bgra = new_dest_bgra; dest_bgra = new_dest_bgra;
span_drawers = new_span_drawers; span_drawers = new_span_drawers;
ccw = true; ccw = true;
weaponScene = false;
} }
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip) void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
@ -117,6 +123,7 @@ void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilValues = PolyStencilBuffer::Instance()->Values();
args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
args.zbuffer = PolyZBuffer::Instance()->Values(); args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const TriVertex *vinput = drawargs.Vertices(); const TriVertex *vinput = drawargs.Vertices();
const unsigned int *elements = drawargs.Elements(); const unsigned int *elements = drawargs.Elements();
@ -175,6 +182,7 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
args.stencilValues = PolyStencilBuffer::Instance()->Values(); args.stencilValues = PolyStencilBuffer::Instance()->Values();
args.stencilMasks = PolyStencilBuffer::Instance()->Masks(); args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
args.zbuffer = PolyZBuffer::Instance()->Values(); args.zbuffer = PolyZBuffer::Instance()->Values();
args.depthOffset = weaponScene ? 1.0f : 0.0f;
const TriVertex *vinput = drawargs.Vertices(); const TriVertex *vinput = drawargs.Vertices();
int vcount = drawargs.VertexCount(); int vcount = drawargs.VertexCount();
@ -580,6 +588,17 @@ void PolySetCullCCWCommand::Execute(DrawerThread *thread)
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
PolySetWeaponSceneCommand::PolySetWeaponSceneCommand(bool value) : value(value)
{
}
void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetWeaponScene(value);
}
/////////////////////////////////////////////////////////////////////////////
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) 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)
: 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) : 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)
{ {

View file

@ -35,6 +35,7 @@ public:
static void ClearBuffers(DCanvas *canvas); static void ClearBuffers(DCanvas *canvas);
static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers); static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas, bool span_drawers);
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw); static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip); static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
}; };
@ -46,6 +47,7 @@ public:
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); 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);
void SetTransform(const Mat4f *objectToClip); void SetTransform(const Mat4f *objectToClip);
void SetCullCCW(bool value) { ccw = value; } void SetCullCCW(bool value) { ccw = value; }
void SetWeaponScene(bool value) { weaponScene = value; }
void DrawElements(const PolyDrawArgs &args); void DrawElements(const PolyDrawArgs &args);
void DrawArrays(const PolyDrawArgs &args); void DrawArrays(const PolyDrawArgs &args);
@ -79,6 +81,7 @@ private:
bool dest_bgra = false; bool dest_bgra = false;
uint8_t *dest = nullptr; uint8_t *dest = nullptr;
bool ccw = true; bool ccw = true;
bool weaponScene = false;
const Mat4f *objectToClip = nullptr; const Mat4f *objectToClip = nullptr;
bool span_drawers = false; bool span_drawers = false;
@ -109,6 +112,18 @@ private:
bool ccw; bool ccw;
}; };
class PolySetWeaponSceneCommand : public DrawerCommand
{
public:
PolySetWeaponSceneCommand(bool value);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "PolySetWeaponSceneCommand"; }
private:
bool value;
};
class PolySetViewportCommand : public DrawerCommand class PolySetViewportCommand : public DrawerCommand
{ {
public: public:

View file

@ -365,7 +365,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
float stepXW = args->gradientX.W; float stepXW = args->gradientX.W;
float stepYW = args->gradientY.W; float stepYW = args->gradientY.W;
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y); float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
uint32_t mask0 = 0; uint32_t mask0 = 0;
uint32_t mask1 = 0; uint32_t mask1 = 0;
@ -413,7 +413,7 @@ void TriangleBlock::DepthTest(const TriDrawTriangleArgs *args)
float stepXW = args->gradientX.W; float stepXW = args->gradientX.W;
float stepYW = args->gradientY.W; float stepYW = args->gradientY.W;
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y); float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW); __m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f); __m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
@ -959,7 +959,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
float stepXW = args->gradientX.W; float stepXW = args->gradientX.W;
float stepYW = args->gradientY.W; float stepYW = args->gradientY.W;
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y); float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
if (Mask0 == 0xffffffff && Mask1 == 0xffffffff) if (Mask0 == 0xffffffff && Mask1 == 0xffffffff)
{ {
@ -1020,7 +1020,7 @@ void TriangleBlock::DepthWrite(const TriDrawTriangleArgs *args)
float stepXW = args->gradientX.W; float stepXW = args->gradientX.W;
float stepYW = args->gradientY.W; float stepYW = args->gradientY.W;
float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y); float posYW = v1.w + stepXW * (X - v1.x) + stepYW * (Y - v1.y) + args->depthOffset;
__m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW); __m128 mposYW = _mm_setr_ps(posYW, posYW + stepXW, posYW + stepXW + stepXW, posYW + stepXW + stepXW + stepXW);
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f); __m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);
@ -1180,7 +1180,7 @@ void ScreenTriangle::DrawSWRender(const TriDrawTriangleArgs *args, PolyTriangleT
float startX = x + (0.5f - v1X); float startX = x + (0.5f - v1X);
float startY = y + (0.5f - v1Y); float startY = y + (0.5f - v1Y);
float posXW = v1W + stepXW * startX + args->gradientY.W * startY; float posXW = v1W + stepXW * startX + args->gradientY.W * startY + args->depthOffset;
#ifndef NO_SSE #ifndef NO_SSE
__m128 mstepXW = _mm_set1_ps(stepXW * 4.0f); __m128 mstepXW = _mm_set1_ps(stepXW * 4.0f);

View file

@ -60,6 +60,7 @@ struct TriDrawTriangleArgs
bool destBgra; bool destBgra;
ScreenTriangleStepVariables gradientX; ScreenTriangleStepVariables gradientX;
ScreenTriangleStepVariables gradientY; ScreenTriangleStepVariables gradientY;
float depthOffset;
bool CalculateGradients() bool CalculateGradients()
{ {

View file

@ -105,11 +105,13 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
ModelActor = actor; ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix); const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
SetTransform(); SetTransform();
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
} }
void PolyModelRenderer::EndDrawHUDModel(AActor *actor) void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
{ {
ModelActor = nullptr; ModelActor = nullptr;
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
} }
void PolyModelRenderer::SetInterpolation(double interpolation) void PolyModelRenderer::SetInterpolation(double interpolation)

View file

@ -155,11 +155,13 @@ namespace swrenderer
ModelActor = actor; ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix); const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
SetTransform(); SetTransform();
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
} }
void SWModelRenderer::EndDrawHUDModel(AActor *actor) void SWModelRenderer::EndDrawHUDModel(AActor *actor)
{ {
ModelActor = nullptr; ModelActor = nullptr;
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
} }
void SWModelRenderer::SetInterpolation(double interpolation) void SWModelRenderer::SetInterpolation(double interpolation)