Fix smoothing groups causing pixels to bleed over portals

This commit is contained in:
RaveYard 2022-10-30 15:02:19 +01:00
parent 1a94878e4e
commit 22f24e7993
3 changed files with 82 additions and 46 deletions

View file

@ -692,11 +692,16 @@ void FLevel::PostLoadInitialization()
}
}
// Discover islands of sectors
// Discover sector groups (graph islands)
{
int groupId = 0;
std::vector<IntSector*> candidates;
auto canPass = [&](IntLineDef* line) {
// Further conditions can be added to further split the map into groups
return line->special == 0 || (line->special != Line_SetPortal && line->special != Line_Horizon);
};
for (auto& sector : Sectors)
{
if (!sector.group)
@ -710,6 +715,8 @@ void FLevel::PostLoadInitialization()
candidates.pop_back();
for (const auto& line : sector->lines)
{
if (canPass(line))
{
if (line->frontsector && !line->frontsector->group)
{
@ -726,6 +733,7 @@ void FLevel::PostLoadInitialization()
}
}
}
}
}
void FProcessor::BuildNodes()

View file

@ -60,6 +60,13 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
printf("Surfaces total: %i\n\n", (int)surfaces.size());
// Update sector group of the surfacesaa
for (auto& surface : surfaces)
{
surface->sectorGroup = surface->type == ST_CEILING || surface->type == ST_FLOOR ?
doomMap.GetSectorFromSubSector(&doomMap.GLSubsectors[surface->typeIndex])->group : (doomMap.Sides[surface->typeIndex].GetSectorGroup());
}
printf("Building level mesh...\n\n");
for (size_t i = 0; i < surfaces.size(); i++)
@ -112,37 +119,7 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
}
printf("Finding smoothing groups...\n\n");
for (size_t i = 0; i < surfaces.size(); i++)
{
// Is this surface in the same plane as an existing smoothing group?
int smoothingGroupIndex = -1;
for (size_t j = 0; j < smoothingGroups.size(); j++)
{
float direction = std::abs(dot(smoothingGroups[j].Normal(), surfaces[i]->plane.Normal()));
if (direction >= 0.9999f && direction <= 1.001f)
{
float dist = std::abs(smoothingGroups[j].Distance(surfaces[i]->plane.Normal() * surfaces[i]->plane.d));
if (dist <= 0.01f)
{
smoothingGroupIndex = (int)j;
break;
}
}
}
// Surface is in a new plane. Create a smoothing group for it
if (smoothingGroupIndex == -1)
{
smoothingGroupIndex = smoothingGroups.size();
smoothingGroups.push_back(surfaces[i]->plane);
}
surfaces[i]->smoothingGroupIndex = smoothingGroupIndex;
}
printf("Created %d smoothing groups for %d surfaces\n\n", (int)smoothingGroups.size(), (int)surfaces.size());
BuildSmoothingGroups(doomMap);
printf("Building collision data...\n\n");
Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
@ -158,6 +135,50 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
*/
}
void LevelMesh::BuildSmoothingGroups(FLevel& doomMap)
{
for (size_t i = 0; i < surfaces.size(); i++)
{
// Is this surface in the same plane as an existing smoothing group?
int smoothingGroupIndex = -1;
auto surface = surfaces[i].get();
for (size_t j = 0; j < smoothingGroups.size(); j++)
{
if (surface->sectorGroup == smoothingGroups[j].sectorGroup)
{
float direction = std::abs(dot(smoothingGroups[j].plane.Normal(), surface->plane.Normal()));
if (direction >= 0.9999f && direction <= 1.001f)
{
float dist = std::abs(smoothingGroups[j].plane.Distance(surface->plane.Normal() * surface->plane.d));
if (dist <= 0.01f)
{
smoothingGroupIndex = (int)j;
break;
}
}
}
}
// Surface is in a new plane. Create a smoothing group for it
if (smoothingGroupIndex == -1)
{
smoothingGroupIndex = smoothingGroups.size();
SmoothingGroup group;
group.plane = surface->plane;
group.sectorGroup = surface->sectorGroup;
smoothingGroups.push_back(group);
}
surface->smoothingGroupIndex = smoothingGroupIndex;
}
printf("Created %d smoothing groups for %d surfaces\n\n", (int)smoothingGroups.size(), (int)surfaces.size());
}
#include <set> // hack
std::set<Portal, RejectRecursivePortals> touchedPortals;
@ -179,12 +200,8 @@ void LevelMesh::PropagateLight(FLevel& doomMap, ThingLight *light)
for (int triangleIndex : TriangleMeshShape::find_all_hits(Collision.get(), &sphere))
{
Surface* surface = surfaces[MeshSurfaces[triangleIndex]].get();
auto surfaceSectorGroup = surface->type == ST_CEILING || surface->type == ST_FLOOR ?
doomMap.GetSectorFromSubSector(&doomMap.GLSubsectors[surface->typeIndex])->group : (doomMap.Sides[surface->typeIndex].GetSectorGroup());
// Reject any surface which isn't physically connected to the sector group in which the light resided
if (light->sectorGroup == surfaceSectorGroup)
if (light->sectorGroup == surface->sectorGroup)
{
if (surface->portalIndex >= 0)
{

View file

@ -84,6 +84,9 @@ struct Surface
int portalDestinationIndex = -1; // line or sector index
int portalIndex = -1;
// Sector group
int sectorGroup = 0;
// Touching light sources
std::vector<ThingLight*> LightList;
@ -114,6 +117,12 @@ struct Surface
int smoothingGroupIndex = -1;
};
struct SmoothingGroup
{
Plane plane = Plane(0, 0, 1, 0);
int sectorGroup = 0;
};
class LevelMesh
{
public:
@ -129,7 +138,7 @@ public:
std::vector<std::unique_ptr<LightmapTexture>> textures;
std::vector<Plane> smoothingGroups;
std::vector<SmoothingGroup> smoothingGroups;
std::vector<std::unique_ptr<Portal>> portals;
@ -159,6 +168,8 @@ private:
void BuildLightLists(FLevel &doomMap);
void PropagateLight(FLevel& doomMap, ThingLight* thing);
void BuildSmoothingGroups(FLevel& doomMap);
void BlurSurfaces();
void FinishSurface(RectPacker& packer, Surface* surface);