mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
This commit is contained in:
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e99567cd70
commit
d4eb54d686
4 changed files with 86 additions and 1 deletions
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@ -268,6 +268,9 @@ struct spritetype
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int16_t extra;
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int16_t extra;
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int16_t detail;
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int16_t detail;
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int time;
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int time;
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int16_t wall;
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int8_t wdist;
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#if 0
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#if 0
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// make sure we do not accidentally copy this
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// make sure we do not accidentally copy this
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@ -519,7 +519,6 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_MASKEDWALLSV].SortWallsHorz(this);
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drawlists[GLDL_MASKEDWALLSV].SortWallsHorz(this);
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drawlists[GLDL_MASKEDWALLSH].SortWallsVert(this);
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drawlists[GLDL_MASKEDWALLSH].SortWallsVert(this);
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state.SetDepthBias(-1, -128);
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// these lists are only wall and floor sprites - often attached to walls and floors - so they need to be offset from the plane they may be attached to.
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// these lists are only wall and floor sprites - often attached to walls and floors - so they need to be offset from the plane they may be attached to.
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drawlists[GLDL_MASKEDWALLSS].DrawWalls(this, state, false);
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drawlists[GLDL_MASKEDWALLSS].DrawWalls(this, state, false);
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@ -539,6 +538,9 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
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drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
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state.SetColorMask(true);
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state.SetColorMask(true);
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/*
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state.SetDepthBias(-1, -128);
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state.SetDepthMask(false);
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state.SetDepthMask(false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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state.SetDepthMask(true);
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state.SetDepthMask(true);
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@ -546,6 +548,7 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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state.SetColorMask(true);
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state.SetColorMask(true);
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state.ClearDepthBias();
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state.ClearDepthBias();
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*/
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drawlists[GLDL_MODELS].Draw(this, state, false);
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drawlists[GLDL_MODELS].Draw(this, state, false);
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@ -133,6 +133,7 @@ public:
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{
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{
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RWF_BLANK = 0,
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RWF_BLANK = 0,
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RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
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RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
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RWF_TRANS = 2,
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RWF_NORENDER = 8,
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RWF_NORENDER = 8,
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};
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};
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@ -158,6 +159,7 @@ public:
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float ViewDistance;
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float ViewDistance;
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float visibility;
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float visibility;
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int walldist;
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short shade, palette;
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short shade, palette;
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PalEntry fade;
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PalEntry fade;
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@ -39,6 +39,72 @@
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#include "flatvertices.h"
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#include "flatvertices.h"
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#include "glbackend/glbackend.h"
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#include "glbackend/glbackend.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static int GetClosestPointOnWall(vec2_t const* const pos, walltype* wal, vec2_t* const n)
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{
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auto w = wal->pos;
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auto d = wall[wal->point2].pos - w;
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int64_t i = d.x * ((int64_t)pos->x - w.x) + d.y * ((int64_t)pos->y - w.y);
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if (d.x == 0 && d.y == 0)
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{
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// In Blood's E1M1 this gets triggered for wall 522.
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return 1;
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}
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if (i < 0)
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return 1;
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int64_t j = (int64_t)d.x * d.x + (int64_t)d.y * d.y;
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if (i > j)
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return 1;
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i = ((i << 15) / j) << 15;
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n->x = w.x + ((d.x * i) >> 30);
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n->y = w.y + ((d.y * i) >> 30);
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static int IsOnWall(spritetype* tspr, int height)
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{
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int dist = 3, closest = -1;
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auto sect = §or[tspr->sectnum];
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vec2_t n;
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int topz = (tspr->z - ((height * tspr->yrepeat) << 2));
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for (int i = sect->wallptr; i < sect->wallptr + sect->wallnum; i++)
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{
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auto wal = &wall[i];
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if ((wal->nextsector == -1 || ((sector[wal->nextsector].ceilingz > topz) ||
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sector[wal->nextsector].floorz < tspr->z)) && !GetClosestPointOnWall(&tspr->pos.vec2, wal, &n))
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{
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int const dst = abs(tspr->x - n.x) + abs(tspr->y - n.y);
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if (dst <= dist)
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{
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dist = dst;
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closest = i;
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}
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}
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}
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return closest == -1? -1 : dist;
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Create vertices for one wall
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// Create vertices for one wall
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@ -169,9 +235,14 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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state.SetNpotEmulation(float(h2) / h, xOffset);
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state.SetNpotEmulation(float(h2) / h, xOffset);
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}
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}
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}
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}
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else if (walldist >= 0 && !(rflags && RWF_TRANS))
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{
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state.SetDepthBias(-1, -128);
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}
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RenderWall(di, state, rflags);
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RenderWall(di, state, rflags);
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if (!(rflags && RWF_TRANS)) state.ClearDepthBias();
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state.SetNpotEmulation(0.f, 0.f);
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state.SetNpotEmulation(0.f, 0.f);
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor(0xffffffff);
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/* none of these functions is in use.
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/* none of these functions is in use.
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@ -1021,6 +1092,11 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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auto tex = tileGetTexture(spr->picnum);
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auto tex = tileGetTexture(spr->picnum);
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if (!tex || !tex->isValid()) return;
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if (!tex || !tex->isValid()) return;
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if (spr->owner == 771)
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{
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int a = 0;
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}
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seg = nullptr;
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seg = nullptr;
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Sprite = spr;
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Sprite = spr;
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vec2_t pos[2];
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vec2_t pos[2];
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@ -1067,6 +1143,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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height = (int)tex->GetDisplayHeight();
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height = (int)tex->GetDisplayHeight();
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topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset);
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topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset);
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}
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}
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walldist = IsOnWall(spr, height);
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if (spr->cstat & CSTAT_SPRITE_YFLIP)
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if (spr->cstat & CSTAT_SPRITE_YFLIP)
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topofs = -topofs;
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topofs = -topofs;
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