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Fix sky flood fill for E1M8 and Map11
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62adb64a95
commit
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1 changed files with 13 additions and 25 deletions
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@ -103,7 +103,8 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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seg_t *line = &sub->firstline[i];
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seg_t *line = &sub->firstline[i];
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bool closedSky = false;
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double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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if (line->backsector)
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if (line->backsector)
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{
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{
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
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@ -132,14 +133,17 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
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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 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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bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
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closedSky = (ceiling && bothSkyCeiling && closedSector) || (!ceiling && bothSkyFloor && closedSector);
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if (ceiling && bothSkyCeiling && closedSector)
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if (!closedSky)
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{
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skyBottomz1 = middlefloorz1;
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skyBottomz2 = middlefloorz2;
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}
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else
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{
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{
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bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling;
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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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bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef;
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if ((ceiling && !topwall) || (!ceiling && !bottomwall))
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if ((ceiling && !topwall) || (!ceiling && !bottomwall))
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continue;
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continue;
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}
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}
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@ -149,29 +153,13 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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{
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{
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wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight);
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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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wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight);
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if (!closedSky)
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wallvert[2] = PlaneVertex(line->v2, frontsector, skyBottomz2);
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{
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyBottomz1);
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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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}
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else
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else
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{
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{
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if (!closedSky)
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wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
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{
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wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
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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[2] = PlaneVertex(line->v2, frontsector, skyHeight);
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
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wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
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}
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}
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