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

View file

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

View file

@ -206,8 +206,8 @@ void DoomLevelMesh::CreateSurfaces(FLevel& doomMap)
for (unsigned int j = 0; j < sector->x3dfloors.Size(); j++) for (unsigned int j = 0; j < sector->x3dfloors.Size(); j++)
{ {
CreateFloorSurface(doomMap, sub, sector, sector->x3dfloors[j], i); CreateFloorSurface(doomMap, sub, sector, &sector->x3dfloors[j], i);
CreateCeilingSurface(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++) 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 // Don't create a line when both sectors have the same 3d floor
bool bothSides = false; bool bothSides = false;
for (unsigned int k = 0; k < front->x3dfloors.Size(); k++) for (unsigned int k = 0; k < front->x3dfloors.Size(); k++)
{ {
if (front->x3dfloors[k] == xfloor) if (front->x3dfloors[k].Sector == xfloor->Sector)
{ {
bothSides = true; bothSides = true;
break; break;
@ -473,13 +473,13 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
surf.Type = ST_MIDDLESIDE; surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index(doomMap); surf.TypeIndex = side->Index(doomMap);
surf.Side = side; surf.Side = side;
surf.ControlSector = xfloor; surf.ControlSector = xfloor->Sector;
surf.IsSky = false; surf.IsSky = false;
float v1Top = (float)xfloor->ceilingplane.ZatPoint(v1); float v1Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)xfloor->floorplane.ZatPoint(v1); float v1Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v1);
float v2Top = (float)xfloor->ceilingplane.ZatPoint(v2); float v2Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)xfloor->floorplane.ZatPoint(v2); float v2Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v2);
FFlatVertex verts[4]; FFlatVertex verts[4];
verts[0].x = verts[2].x = v1.X; verts[0].x = verts[2].x = v1.X;
@ -492,7 +492,7 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
verts[3].z = v2Top; verts[3].z = v2Top;
surf.SectorGroup = sectorGroup[back->Index(doomMap)]; surf.SectorGroup = sectorGroup[back->Index(doomMap)];
surf.Texture = side->GetTexture(WallPart::MIDDLE); surf.Texture = xfloor->Line->sidedef[0]->GetTexture(WallPart::MIDDLE);
AddWallVertices(surf, verts); AddWallVertices(surf, verts);
SetSideTextureUVs(surf, side, WallPart::TOP, v1Top, v1Bottom, v2Top, v2Bottom); 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; DoomLevelMeshSurface surf;
surf.Subsector = sub; surf.Subsector = sub;
@ -640,14 +640,14 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
} }
else else
{ {
plane = controlSector->ceilingplane; plane = controlSector->Sector->ceilingplane;
plane.FlipVert(); plane.FlipVert();
surf.IsSky = false; surf.IsSky = false;
} }
surf.MeshLocation.NumVerts = sub->numlines; surf.MeshLocation.NumVerts = sub->numlines;
surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size(); 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); FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
float w = txt->GetDisplayWidth(); float w = txt->GetDisplayWidth();
@ -676,8 +676,6 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
unsigned int startVertIndex = surf.MeshLocation.StartVertIndex; unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
unsigned int numElements = 0; unsigned int numElements = 0;
surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size(); 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);
@ -685,31 +683,21 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
Mesh.Indexes.Push(startVertIndex + j); Mesh.Indexes.Push(startVertIndex + j);
numElements += 3; 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;
}
}
surf.MeshLocation.NumElements = numElements; surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf); surf.Bounds = GetBoundsFromSurface(surf);
surf.Type = ST_FLOOR; surf.Type = ST_FLOOR;
surf.TypeIndex = typeIndex; 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.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
surf.SectorGroup = sectorGroup[sector->Index(doomMap)]; surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceFloor); AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceFloor);
Surfaces.Push(surf); 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; DoomLevelMeshSurface surf;
surf.Subsector = sub; surf.Subsector = sub;
@ -722,14 +710,14 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
} }
else else
{ {
plane = controlSector->floorplane; plane = controlSector->Sector->floorplane;
plane.FlipVert(); plane.FlipVert();
surf.IsSky = false; surf.IsSky = false;
} }
surf.MeshLocation.NumVerts = sub->numlines; surf.MeshLocation.NumVerts = sub->numlines;
surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size(); 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); FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
float w = txt->GetDisplayWidth(); float w = txt->GetDisplayWidth();
@ -758,8 +746,6 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
unsigned int startVertIndex = surf.MeshLocation.StartVertIndex; unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
unsigned int numElements = 0; unsigned int numElements = 0;
surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size(); 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);
@ -767,26 +753,15 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
Mesh.Indexes.Push(startVertIndex); Mesh.Indexes.Push(startVertIndex);
numElements += 3; 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;
}
}
surf.MeshLocation.NumElements = numElements; surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf); surf.Bounds = GetBoundsFromSurface(surf);
surf.Type = ST_CEILING; surf.Type = ST_CEILING;
surf.TypeIndex = typeIndex; 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.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
surf.SectorGroup = sectorGroup[sector->Index(doomMap)]; surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceCeiling); AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceCeiling);
Surfaces.Push(surf); Surfaces.Push(surf);
} }

View file

@ -85,8 +85,8 @@ private:
void AddWallVertices(DoomLevelMeshSurface& surf, FFlatVertex* verts); void AddWallVertices(DoomLevelMeshSurface& surf, FFlatVertex* verts);
void SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef* side, WallPart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ); 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 CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex); void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
void AddSurfaceToTile(DoomLevelMeshSurface& surf, FLevel& doomMap, uint16_t sampleDimension); void AddSurfaceToTile(DoomLevelMeshSurface& surf, FLevel& doomMap, uint16_t sampleDimension);
int GetSampleDimension(const DoomLevelMeshSurface& surf, uint16_t sampleDimension); int GetSampleDimension(const DoomLevelMeshSurface& surf, uint16_t sampleDimension);
@ -109,18 +109,6 @@ private:
void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth); void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth);
int GetLightIndex(ThingLight* light, int portalgroup); 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) 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)); 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; 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 else
{ {