Fix issue with rays passing through 3d floor sides

This commit is contained in:
Magnus Norddahl 2024-03-24 05:23:58 +01:00
parent ff91b34939
commit 11e2931548
5 changed files with 52 additions and 72 deletions

View file

@ -178,6 +178,12 @@ enum SecPlaneType
PLANE_CEILING,
};
struct X3DFloor
{
IntSector* Sector = nullptr;
IntLineDef* Line = nullptr;
};
struct IntSector
{
// none of the sector properties are used by the node builder
@ -200,7 +206,7 @@ struct IntSector
int ceilinglightdef;
bool controlsector;
TArray<IntSector*> x3dfloors;
TArray<X3DFloor> x3dfloors;
bool HasLightmaps = false;

View file

@ -656,7 +656,7 @@ void FLevel::PostLoadInitialization()
{
if (Sectors[j].tags[t] == sectorTag)
{
Sectors[j].x3dfloors.Push(controlsector);
Sectors[j].x3dfloors.Push({ controlsector, line });
break;
}
}

View file

@ -206,8 +206,8 @@ void DoomLevelMesh::CreateSurfaces(FLevel& doomMap)
for (unsigned int j = 0; j < sector->x3dfloors.Size(); j++)
{
CreateFloorSurface(doomMap, sub, sector, sector->x3dfloors[j], i);
CreateCeilingSurface(doomMap, sub, sector, sector->x3dfloors[j], i);
CreateFloorSurface(doomMap, sub, sector, &sector->x3dfloors[j], i);
CreateCeilingSurface(doomMap, sub, sector, &sector->x3dfloors[j], i);
}
}
}
@ -454,13 +454,13 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
for (unsigned int j = 0; j < back->x3dfloors.Size(); j++)
{
IntSector* xfloor = back->x3dfloors[j];
X3DFloor* xfloor = &back->x3dfloors[j];
// Don't create a line when both sectors have the same 3d floor
bool bothSides = false;
for (unsigned int k = 0; k < front->x3dfloors.Size(); k++)
{
if (front->x3dfloors[k] == xfloor)
if (front->x3dfloors[k].Sector == xfloor->Sector)
{
bothSides = true;
break;
@ -473,13 +473,13 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index(doomMap);
surf.Side = side;
surf.ControlSector = xfloor;
surf.ControlSector = xfloor->Sector;
surf.IsSky = false;
float v1Top = (float)xfloor->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)xfloor->floorplane.ZatPoint(v1);
float v2Top = (float)xfloor->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)xfloor->floorplane.ZatPoint(v2);
float v1Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v1);
float v2Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v2);
FFlatVertex verts[4];
verts[0].x = verts[2].x = v1.X;
@ -492,7 +492,7 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
verts[3].z = v2Top;
surf.SectorGroup = sectorGroup[back->Index(doomMap)];
surf.Texture = side->GetTexture(WallPart::MIDDLE);
surf.Texture = xfloor->Line->sidedef[0]->GetTexture(WallPart::MIDDLE);
AddWallVertices(surf, verts);
SetSideTextureUVs(surf, side, WallPart::TOP, v1Top, v1Bottom, v2Top, v2Bottom);
@ -627,7 +627,7 @@ void DoomLevelMesh::SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef*
}
}
void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex)
void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex)
{
DoomLevelMeshSurface surf;
surf.Subsector = sub;
@ -640,14 +640,14 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
}
else
{
plane = controlSector->ceilingplane;
plane = controlSector->Sector->ceilingplane;
plane.FlipVert();
surf.IsSky = false;
}
surf.MeshLocation.NumVerts = sub->numlines;
surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size();
surf.Texture = (controlSector ? controlSector : sector)->GetTexture(PLANE_FLOOR);
surf.Texture = (controlSector ? controlSector->Sector : sector)->GetTexture(PLANE_FLOOR);
FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
float w = txt->GetDisplayWidth();
@ -676,40 +676,28 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
unsigned int numElements = 0;
surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size();
if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
Mesh.Indexes.Push(startVertIndex);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex + j);
numElements += 3;
}
}
else
{
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
Mesh.Indexes.Push(startVertIndex + j);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex);
numElements += 3;
}
Mesh.Indexes.Push(startVertIndex);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex + j);
numElements += 3;
}
surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf);
surf.Type = ST_FLOOR;
surf.TypeIndex = typeIndex;
surf.ControlSector = controlSector;
surf.ControlSector = controlSector ? controlSector->Sector : nullptr;
surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceFloor);
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceFloor);
Surfaces.Push(surf);
}
void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex)
void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex)
{
DoomLevelMeshSurface surf;
surf.Subsector = sub;
@ -722,14 +710,14 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
}
else
{
plane = controlSector->floorplane;
plane = controlSector->Sector->floorplane;
plane.FlipVert();
surf.IsSky = false;
}
surf.MeshLocation.NumVerts = sub->numlines;
surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size();
surf.Texture = (controlSector ? controlSector : sector)->GetTexture(PLANE_CEILING);
surf.Texture = (controlSector ? controlSector->Sector : sector)->GetTexture(PLANE_CEILING);
FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
float w = txt->GetDisplayWidth();
@ -758,35 +746,22 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
unsigned int numElements = 0;
surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size();
if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
Mesh.Indexes.Push(startVertIndex + j);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex);
numElements += 3;
}
}
else
{
for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
{
Mesh.Indexes.Push(startVertIndex);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex + j);
numElements += 3;
}
Mesh.Indexes.Push(startVertIndex + j);
Mesh.Indexes.Push(startVertIndex + j - 1);
Mesh.Indexes.Push(startVertIndex);
numElements += 3;
}
surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf);
surf.Type = ST_CEILING;
surf.TypeIndex = typeIndex;
surf.ControlSector = controlSector;
surf.ControlSector = controlSector ? controlSector->Sector : nullptr;
surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceCeiling);
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceCeiling);
Surfaces.Push(surf);
}

View file

@ -85,8 +85,8 @@ private:
void AddWallVertices(DoomLevelMeshSurface& surf, FFlatVertex* verts);
void SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef* side, WallPart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ);
void CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
void CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
void AddSurfaceToTile(DoomLevelMeshSurface& surf, FLevel& doomMap, uint16_t sampleDimension);
int GetSampleDimension(const DoomLevelMeshSurface& surf, uint16_t sampleDimension);
@ -109,18 +109,6 @@ private:
void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth);
int GetLightIndex(ThingLight* light, int portalgroup);
static bool IsFacingUp(FFlatVertex* vertices, int count)
{
for (int i = 2; i < count; i++)
{
if (!IsDegenerate(vertices[i - 2].fPos(), vertices[i - 1].fPos(), vertices[i].fPos()))
{
return ToPlane(vertices[i - 2].fPos(), vertices[i - 1].fPos(), vertices[i].fPos()).Z >= 0.0f;
}
}
return true;
}
static FVector4 ToPlane(const FFlatVertex& pt1, const FFlatVertex& pt2, const FFlatVertex& pt3)
{
return ToPlane(FVector3(pt1.x, pt1.y, pt1.z), FVector3(pt2.x, pt2.y, pt2.z), FVector3(pt3.x, pt3.y, pt3.z));

View file

@ -39,6 +39,17 @@ void main()
{
incoming = SunColor;
}
if (surface.TextureIndex != 0)
{
vec2 uv = GetSurfaceUV(result.primitiveIndex, result.primitiveWeights);
vec4 color = texture(textures[surface.TextureIndex], uv);
incoming *= color.rgb;
}
else
{
incoming = vec3(0.0, 0.0, 1.0);
}
}
else
{