- fix softpoly line portals

This commit is contained in:
Magnus Norddahl 2018-04-23 23:09:11 +02:00
commit 45625399dc
22 changed files with 133 additions and 170 deletions

View file

@ -59,7 +59,7 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
CurrentViewpoint->LinePortalsStart = thread->LinePortals.size();
PolyCullCycles.Clock();
Cull.CullScene(CurrentViewpoint->PortalPlane, CurrentViewpoint->PortalEnterSector);
Cull.CullScene(CurrentViewpoint->PortalEnterSector, CurrentViewpoint->PortalEnterLine);
PolyCullCycles.Unclock();
RenderSectors();
@ -158,15 +158,15 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
}
Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
}
else
{
PolyTransferHeights fakeflat(sub);
Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
for (uint32_t i = 0; i < sub->numlines; i++)
{
@ -237,7 +237,7 @@ void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t
sub->flags |= SSECF_DRAWN;
}
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
RenderPolyWall::RenderLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
}
}
}
@ -311,12 +311,12 @@ void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
RenderPolyWall::Render3DFloorLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, fakeFloor, thread->TranslucentObjects);
RenderPolyWall::Render3DFloorLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, fakeFloor, thread->TranslucentObjects);
}
}
// Render wall, and update culling info if its an occlusion blocker
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
RenderPolyWall::RenderLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
}
void RenderPolyScene::RenderPortals()
@ -339,7 +339,6 @@ void RenderPolyScene::RenderPortals()
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
PolyDrawArgs args;
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
args.SetWriteColor(!enterPortals);
args.SetDepthTest(false);
@ -394,7 +393,7 @@ void RenderPolyScene::RenderTranslucent()
for (size_t i = CurrentViewpoint->ObjectsEnd; i > CurrentViewpoint->ObjectsStart; i--)
{
PolyTranslucentObject *obj = objects[i - 1];
obj->Render(thread, CurrentViewpoint->PortalPlane);
obj->Render(thread);
obj->~PolyTranslucentObject();
}