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https://github.com/ZDoom/ZDRay.git
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Fix smoothing groups causing pixels to bleed over portals
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parent
1a94878e4e
commit
22f24e7993
3 changed files with 82 additions and 46 deletions
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@ -692,11 +692,16 @@ void FLevel::PostLoadInitialization()
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}
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}
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// Discover islands of sectors
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// Discover sector groups (graph islands)
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{
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int groupId = 0;
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std::vector<IntSector*> candidates;
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auto canPass = [&](IntLineDef* line) {
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// Further conditions can be added to further split the map into groups
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return line->special == 0 || (line->special != Line_SetPortal && line->special != Line_Horizon);
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};
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for (auto& sector : Sectors)
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{
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if (!sector.group)
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@ -710,6 +715,8 @@ void FLevel::PostLoadInitialization()
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candidates.pop_back();
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for (const auto& line : sector->lines)
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{
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if (canPass(line))
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{
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if (line->frontsector && !line->frontsector->group)
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{
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@ -726,6 +733,7 @@ void FLevel::PostLoadInitialization()
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}
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}
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}
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}
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}
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void FProcessor::BuildNodes()
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@ -60,6 +60,13 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
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printf("Surfaces total: %i\n\n", (int)surfaces.size());
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// Update sector group of the surfacesaa
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for (auto& surface : surfaces)
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{
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surface->sectorGroup = surface->type == ST_CEILING || surface->type == ST_FLOOR ?
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doomMap.GetSectorFromSubSector(&doomMap.GLSubsectors[surface->typeIndex])->group : (doomMap.Sides[surface->typeIndex].GetSectorGroup());
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}
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printf("Building level mesh...\n\n");
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for (size_t i = 0; i < surfaces.size(); i++)
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@ -112,37 +119,7 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
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}
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printf("Finding smoothing groups...\n\n");
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for (size_t i = 0; i < surfaces.size(); i++)
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{
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// Is this surface in the same plane as an existing smoothing group?
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int smoothingGroupIndex = -1;
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for (size_t j = 0; j < smoothingGroups.size(); j++)
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{
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float direction = std::abs(dot(smoothingGroups[j].Normal(), surfaces[i]->plane.Normal()));
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if (direction >= 0.9999f && direction <= 1.001f)
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{
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float dist = std::abs(smoothingGroups[j].Distance(surfaces[i]->plane.Normal() * surfaces[i]->plane.d));
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if (dist <= 0.01f)
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{
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smoothingGroupIndex = (int)j;
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break;
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}
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}
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}
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// Surface is in a new plane. Create a smoothing group for it
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if (smoothingGroupIndex == -1)
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{
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smoothingGroupIndex = smoothingGroups.size();
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smoothingGroups.push_back(surfaces[i]->plane);
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}
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surfaces[i]->smoothingGroupIndex = smoothingGroupIndex;
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}
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printf("Created %d smoothing groups for %d surfaces\n\n", (int)smoothingGroups.size(), (int)surfaces.size());
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BuildSmoothingGroups(doomMap);
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printf("Building collision data...\n\n");
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Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
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@ -158,6 +135,50 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
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*/
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}
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void LevelMesh::BuildSmoothingGroups(FLevel& doomMap)
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{
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for (size_t i = 0; i < surfaces.size(); i++)
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{
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// Is this surface in the same plane as an existing smoothing group?
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int smoothingGroupIndex = -1;
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auto surface = surfaces[i].get();
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for (size_t j = 0; j < smoothingGroups.size(); j++)
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{
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if (surface->sectorGroup == smoothingGroups[j].sectorGroup)
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{
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float direction = std::abs(dot(smoothingGroups[j].plane.Normal(), surface->plane.Normal()));
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if (direction >= 0.9999f && direction <= 1.001f)
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{
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float dist = std::abs(smoothingGroups[j].plane.Distance(surface->plane.Normal() * surface->plane.d));
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if (dist <= 0.01f)
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{
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smoothingGroupIndex = (int)j;
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break;
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}
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}
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}
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}
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// Surface is in a new plane. Create a smoothing group for it
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if (smoothingGroupIndex == -1)
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{
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smoothingGroupIndex = smoothingGroups.size();
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SmoothingGroup group;
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group.plane = surface->plane;
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group.sectorGroup = surface->sectorGroup;
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smoothingGroups.push_back(group);
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}
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surface->smoothingGroupIndex = smoothingGroupIndex;
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}
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printf("Created %d smoothing groups for %d surfaces\n\n", (int)smoothingGroups.size(), (int)surfaces.size());
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}
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#include <set> // hack
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std::set<Portal, RejectRecursivePortals> touchedPortals;
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@ -179,12 +200,8 @@ void LevelMesh::PropagateLight(FLevel& doomMap, ThingLight *light)
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for (int triangleIndex : TriangleMeshShape::find_all_hits(Collision.get(), &sphere))
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{
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Surface* surface = surfaces[MeshSurfaces[triangleIndex]].get();
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auto surfaceSectorGroup = surface->type == ST_CEILING || surface->type == ST_FLOOR ?
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doomMap.GetSectorFromSubSector(&doomMap.GLSubsectors[surface->typeIndex])->group : (doomMap.Sides[surface->typeIndex].GetSectorGroup());
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// Reject any surface which isn't physically connected to the sector group in which the light resided
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if (light->sectorGroup == surfaceSectorGroup)
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if (light->sectorGroup == surface->sectorGroup)
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{
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if (surface->portalIndex >= 0)
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{
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@ -84,6 +84,9 @@ struct Surface
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int portalDestinationIndex = -1; // line or sector index
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int portalIndex = -1;
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// Sector group
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int sectorGroup = 0;
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// Touching light sources
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std::vector<ThingLight*> LightList;
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@ -114,6 +117,12 @@ struct Surface
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int smoothingGroupIndex = -1;
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};
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struct SmoothingGroup
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{
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Plane plane = Plane(0, 0, 1, 0);
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int sectorGroup = 0;
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};
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class LevelMesh
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{
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public:
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@ -129,7 +138,7 @@ public:
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std::vector<std::unique_ptr<LightmapTexture>> textures;
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std::vector<Plane> smoothingGroups;
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std::vector<SmoothingGroup> smoothingGroups;
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std::vector<std::unique_ptr<Portal>> portals;
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@ -159,6 +168,8 @@ private:
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void BuildLightLists(FLevel &doomMap);
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void PropagateLight(FLevel& doomMap, ThingLight* thing);
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void BuildSmoothingGroups(FLevel& doomMap);
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void BlurSurfaces();
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void FinishSurface(RectPacker& packer, Surface* surface);
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