Fix 3d floors and backface culling for flats

This commit is contained in:
Magnus Norddahl 2024-03-03 14:13:45 +01:00
parent 02c2cf7c78
commit f2ecc9c4fb
2 changed files with 62 additions and 24 deletions

View file

@ -475,26 +475,26 @@ void DoomLevelMesh::Create3DFloorWallSurfaces(FLevel& doomMap, IntSideDef* side)
surf.ControlSector = xfloor; surf.ControlSector = xfloor;
surf.IsSky = false; surf.IsSky = false;
float blZ = (float)xfloor->floorplane.ZatPoint(v1); float v1Top = (float)xfloor->ceilingplane.ZatPoint(v1);
float brZ = (float)xfloor->floorplane.ZatPoint(v2); float v1Bottom = (float)xfloor->floorplane.ZatPoint(v1);
float tlZ = (float)xfloor->ceilingplane.ZatPoint(v1); float v2Top = (float)xfloor->ceilingplane.ZatPoint(v2);
float trZ = (float)xfloor->ceilingplane.ZatPoint(v2); float v2Bottom = (float)xfloor->floorplane.ZatPoint(v2);
FFlatVertex verts[4]; FFlatVertex verts[4];
verts[0].x = verts[2].x = v2.X; verts[0].x = verts[2].x = v1.X;
verts[0].y = verts[2].y = v2.Y; verts[0].y = verts[2].y = v1.Y;
verts[1].x = verts[3].x = v1.X; verts[1].x = verts[3].x = v2.X;
verts[1].y = verts[3].y = v1.Y; verts[1].y = verts[3].y = v2.Y;
verts[0].z = brZ; verts[0].z = v1Bottom;
verts[1].z = blZ; verts[1].z = v2Bottom;
verts[2].z = trZ; verts[2].z = v1Top;
verts[3].z = tlZ; verts[3].z = v2Top;
surf.SectorGroup = sectorGroup[back->Index(doomMap)]; surf.SectorGroup = sectorGroup[back->Index(doomMap)];
surf.Texture = side->GetTexture(WallPart::MIDDLE); surf.Texture = side->GetTexture(WallPart::MIDDLE);
AddWallVertices(surf, verts); AddWallVertices(surf, verts);
SetSideTextureUVs(surf, side, WallPart::TOP, tlZ, blZ, trZ, brZ); SetSideTextureUVs(surf, side, WallPart::TOP, v1Top, v1Bottom, v2Top, v2Bottom);
AddSurfaceToTile(surf, doomMap, side->GetSampleDistance(WallPart::MIDDLE)); AddSurfaceToTile(surf, doomMap, side->GetSampleDistance(WallPart::MIDDLE));
Surfaces.Push(surf); Surfaces.Push(surf);
@ -660,7 +660,7 @@ void DoomLevelMesh::CreateFloorSurface(FLevel& doomMap, MapSubsectorEx* sub, Int
for (int j = 0; j < surf.MeshLocation.NumVerts; j++) for (int j = 0; j < surf.MeshLocation.NumVerts; j++)
{ {
MapSegGLEx* seg = &doomMap.GLSegs[sub->firstline + (surf.MeshLocation.NumVerts - 1) - j]; MapSegGLEx* seg = &doomMap.GLSegs[sub->firstline + j];
auto v = doomMap.GetSegVertex(seg->v1); auto v = doomMap.GetSegVertex(seg->v1);
FVector2 v1(v.x, v.y); FVector2 v1(v.x, v.y);
FVector2 uv = (mat * FVector4(v1.X / 64.f, -v1.Y / 64.f, 0.f, 1.f)).XY(); // The magic 64.f and negative Y is based on SetFlatVertex FVector2 uv = (mat * FVector4(v1.X / 64.f, -v1.Y / 64.f, 0.f, 1.f)).XY(); // The magic 64.f and negative Y is based on SetFlatVertex
@ -675,12 +675,25 @@ 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();
for (int j = 2; j < surf.MeshLocation.NumVerts; j++) if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
{ {
Mesh.Indexes.Push(startVertIndex); for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
Mesh.Indexes.Push(startVertIndex + j - 1); {
Mesh.Indexes.Push(startVertIndex + j); Mesh.Indexes.Push(startVertIndex);
numElements += 3; 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;
}
} }
surf.MeshLocation.NumElements = numElements; surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf); surf.Bounds = GetBoundsFromSurface(surf);
@ -744,12 +757,25 @@ 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();
for (int j = 2; j < surf.MeshLocation.NumVerts; j++) if (!IsFacingUp(verts, surf.MeshLocation.NumVerts))
{ {
Mesh.Indexes.Push(startVertIndex + j); for (int j = 2; j < surf.MeshLocation.NumVerts; j++)
Mesh.Indexes.Push(startVertIndex + j - 1); {
Mesh.Indexes.Push(startVertIndex); Mesh.Indexes.Push(startVertIndex + j);
numElements += 3; 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;
}
} }
surf.MeshLocation.NumElements = numElements; surf.MeshLocation.NumElements = numElements;
surf.Bounds = GetBoundsFromSurface(surf); surf.Bounds = GetBoundsFromSurface(surf);

View file

@ -109,6 +109,18 @@ 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));