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https://github.com/ZDoom/ZDRay.git
synced 2024-11-21 19:50:54 +00:00
Fix issue with rays passing through 3d floor sides
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parent
ff91b34939
commit
11e2931548
5 changed files with 52 additions and 72 deletions
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@ -178,6 +178,12 @@ enum SecPlaneType
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PLANE_CEILING,
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};
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struct X3DFloor
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{
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IntSector* Sector = nullptr;
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IntLineDef* Line = nullptr;
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};
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struct IntSector
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{
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// none of the sector properties are used by the node builder
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@ -200,7 +206,7 @@ struct IntSector
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int ceilinglightdef;
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bool controlsector;
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TArray<IntSector*> x3dfloors;
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TArray<X3DFloor> x3dfloors;
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bool HasLightmaps = false;
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@ -656,7 +656,7 @@ void FLevel::PostLoadInitialization()
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{
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if (Sectors[j].tags[t] == sectorTag)
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{
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Sectors[j].x3dfloors.Push(controlsector);
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Sectors[j].x3dfloors.Push({ controlsector, line });
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break;
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}
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}
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@ -206,8 +206,8 @@ void DoomLevelMesh::CreateSurfaces(FLevel& doomMap)
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for (unsigned int j = 0; j < sector->x3dfloors.Size(); j++)
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{
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CreateFloorSurface(doomMap, sub, sector, sector->x3dfloors[j], i);
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CreateCeilingSurface(doomMap, sub, sector, sector->x3dfloors[j], i);
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CreateFloorSurface(doomMap, sub, sector, §or->x3dfloors[j], i);
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CreateCeilingSurface(doomMap, sub, sector, §or->x3dfloors[j], i);
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}
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}
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}
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@ -454,13 +454,13 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
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for (unsigned int j = 0; j < back->x3dfloors.Size(); j++)
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{
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IntSector* xfloor = back->x3dfloors[j];
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X3DFloor* xfloor = &back->x3dfloors[j];
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// Don't create a line when both sectors have the same 3d floor
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bool bothSides = false;
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for (unsigned int k = 0; k < front->x3dfloors.Size(); k++)
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{
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if (front->x3dfloors[k] == xfloor)
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if (front->x3dfloors[k].Sector == xfloor->Sector)
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{
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bothSides = true;
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break;
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@ -473,13 +473,13 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
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surf.Type = ST_MIDDLESIDE;
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surf.TypeIndex = side->Index(doomMap);
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surf.Side = side;
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surf.ControlSector = xfloor;
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surf.ControlSector = xfloor->Sector;
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surf.IsSky = false;
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float v1Top = (float)xfloor->ceilingplane.ZatPoint(v1);
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float v1Bottom = (float)xfloor->floorplane.ZatPoint(v1);
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float v2Top = (float)xfloor->ceilingplane.ZatPoint(v2);
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float v2Bottom = (float)xfloor->floorplane.ZatPoint(v2);
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float v1Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v1);
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float v1Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v1);
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float v2Top = (float)xfloor->Sector->ceilingplane.ZatPoint(v2);
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float v2Bottom = (float)xfloor->Sector->floorplane.ZatPoint(v2);
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FFlatVertex verts[4];
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verts[0].x = verts[2].x = v1.X;
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@ -492,7 +492,7 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
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verts[3].z = v2Top;
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surf.SectorGroup = sectorGroup[back->Index(doomMap)];
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surf.Texture = side->GetTexture(WallPart::MIDDLE);
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surf.Texture = xfloor->Line->sidedef[0]->GetTexture(WallPart::MIDDLE);
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AddWallVertices(surf, verts);
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SetSideTextureUVs(surf, side, WallPart::TOP, v1Top, v1Bottom, v2Top, v2Bottom);
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@ -627,7 +627,7 @@ void DoomLevelMesh::SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef*
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}
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}
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void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex)
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void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex)
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{
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DoomLevelMeshSurface surf;
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surf.Subsector = sub;
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@ -640,14 +640,14 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
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}
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else
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{
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plane = controlSector->ceilingplane;
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plane = controlSector->Sector->ceilingplane;
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plane.FlipVert();
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surf.IsSky = false;
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}
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surf.MeshLocation.NumVerts = sub->numlines;
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surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size();
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surf.Texture = (controlSector ? controlSector : sector)->GetTexture(PLANE_FLOOR);
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surf.Texture = (controlSector ? controlSector->Sector : sector)->GetTexture(PLANE_FLOOR);
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FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
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float w = txt->GetDisplayWidth();
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@ -676,8 +676,6 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
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unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
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unsigned int numElements = 0;
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surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size();
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if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
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{
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for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
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{
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Mesh.Indexes.Push(startVertIndex);
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@ -685,31 +683,21 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
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Mesh.Indexes.Push(startVertIndex + j);
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numElements += 3;
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}
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}
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else
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{
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for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
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{
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Mesh.Indexes.Push(startVertIndex + j);
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Mesh.Indexes.Push(startVertIndex + j - 1);
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Mesh.Indexes.Push(startVertIndex);
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numElements += 3;
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}
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}
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surf.MeshLocation.NumElements = numElements;
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surf.Bounds = GetBoundsFromSurface(surf);
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surf.Type = ST_FLOOR;
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surf.TypeIndex = typeIndex;
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surf.ControlSector = controlSector;
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surf.ControlSector = controlSector ? controlSector->Sector : nullptr;
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surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
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surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
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AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceFloor);
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AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceFloor);
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Surfaces.Push(surf);
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}
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void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex)
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void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex)
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{
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DoomLevelMeshSurface surf;
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surf.Subsector = sub;
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@ -722,14 +710,14 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
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}
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else
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{
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plane = controlSector->floorplane;
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plane = controlSector->Sector->floorplane;
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plane.FlipVert();
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surf.IsSky = false;
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}
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surf.MeshLocation.NumVerts = sub->numlines;
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surf.MeshLocation.StartVertIndex = Mesh.Vertices.Size();
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surf.Texture = (controlSector ? controlSector : sector)->GetTexture(PLANE_CEILING);
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surf.Texture = (controlSector ? controlSector->Sector : sector)->GetTexture(PLANE_CEILING);
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FGameTexture* txt = TexMan.GetGameTexture(surf.Texture);
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float w = txt->GetDisplayWidth();
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@ -758,8 +746,6 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
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unsigned int startVertIndex = surf.MeshLocation.StartVertIndex;
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unsigned int numElements = 0;
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surf.MeshLocation.StartElementIndex = Mesh.Indexes.Size();
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if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
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{
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for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
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{
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Mesh.Indexes.Push(startVertIndex + j);
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@ -767,26 +753,15 @@ void DoomLevelMesh::CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, I
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Mesh.Indexes.Push(startVertIndex);
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numElements += 3;
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}
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}
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else
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{
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for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
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{
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Mesh.Indexes.Push(startVertIndex);
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Mesh.Indexes.Push(startVertIndex + j - 1);
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Mesh.Indexes.Push(startVertIndex + j);
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numElements += 3;
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}
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}
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surf.MeshLocation.NumElements = numElements;
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surf.Bounds = GetBoundsFromSurface(surf);
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surf.Type = ST_CEILING;
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surf.TypeIndex = typeIndex;
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surf.ControlSector = controlSector;
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surf.ControlSector = controlSector ? controlSector->Sector : nullptr;
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surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.d);
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surf.SectorGroup = sectorGroup[sector->Index(doomMap)];
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AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector : sector)->sampleDistanceCeiling);
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AddSurfaceToTile(surf, doomMap, (controlSector ? controlSector->Sector : sector)->sampleDistanceCeiling);
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Surfaces.Push(surf);
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}
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@ -85,8 +85,8 @@ private:
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void AddWallVertices(DoomLevelMeshSurface& surf, FFlatVertex* verts);
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void SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef* side, WallPart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ);
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void CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
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void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
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void CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
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void CreateCeilingSurface(FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, X3DFloor* controlSector, int typeIndex);
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void AddSurfaceToTile(DoomLevelMeshSurface& surf, FLevel& doomMap, uint16_t sampleDimension);
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int GetSampleDimension(const DoomLevelMeshSurface& surf, uint16_t sampleDimension);
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@ -109,18 +109,6 @@ private:
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void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth);
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int GetLightIndex(ThingLight* light, int portalgroup);
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static bool IsFacingUp(FFlatVertex* vertices, int count)
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{
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for (int i = 2; i < count; i++)
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{
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if (!IsDegenerate(vertices[i - 2].fPos(), vertices[i - 1].fPos(), vertices[i].fPos()))
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{
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return ToPlane(vertices[i - 2].fPos(), vertices[i - 1].fPos(), vertices[i].fPos()).Z >= 0.0f;
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}
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}
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return true;
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}
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static FVector4 ToPlane(const FFlatVertex& pt1, const FFlatVertex& pt2, const FFlatVertex& pt3)
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{
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return ToPlane(FVector3(pt1.x, pt1.y, pt1.z), FVector3(pt2.x, pt2.y, pt2.z), FVector3(pt3.x, pt3.y, pt3.z));
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@ -39,6 +39,17 @@ void main()
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{
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incoming = SunColor;
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}
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if (surface.TextureIndex != 0)
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{
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vec2 uv = GetSurfaceUV(result.primitiveIndex, result.primitiveWeights);
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vec4 color = texture(textures[surface.TextureIndex], uv);
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incoming *= color.rgb;
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}
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else
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{
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incoming = vec3(0.0, 0.0, 1.0);
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}
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}
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else
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{
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