- Improved transfer heights support in softpoly

This commit is contained in:
Magnus Norddahl 2017-09-30 23:58:11 +02:00
commit e71e4b6dc8
7 changed files with 235 additions and 183 deletions

View file

@ -36,46 +36,46 @@
EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
if (sub->sector->CenterFloor() == sub->sector->CenterCeiling())
if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling())
return;
RenderPolyPlane plane;
plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, false, skyFloorHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals);
}
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
{
RenderNormal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight);
RenderNormal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight);
}
else
{
RenderPortal(thread, worldToClip, clipPlane, sub, stencilValue, ceiling, skyHeight, portal, sectorPortals);
RenderPortal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals);
}
}
void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight)
void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
FTextureID picnum = GetPlaneTexture(sub, ceiling);
FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
if (picnum != skyflatnum)
{
FTexture *tex = TexMan(picnum);
if (!tex || tex->UseType == FTexture::TEX_Null)
return;
PolyPlaneUVTransform transform = GetPlaneTransform(sub, ceiling, tex);
TriVertex *vertices = CreatePlaneVertices(thread, sub, transform, GetSecPlane(sub, ceiling));
PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex);
TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane);
PolyDrawArgs args;
SetLightLevel(thread, args, sub, ceiling);
SetDynLights(thread, args, sub, ceiling);
SetLightLevel(thread, args, fakeflat, ceiling);
SetDynLights(thread, args, fakeflat.Subsector, ceiling);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
@ -83,11 +83,11 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &wo
args.SetClipPlane(0, clipPlane);
args.SetTexture(tex);
args.SetStyle(TriBlendMode::TextureOpaque);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
}
else
{
TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
PolyDrawArgs args;
args.SetTransform(&worldToClip);
@ -98,24 +98,22 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &wo
args.SetWriteStencil(true, 255);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, sub, nullptr, ceiling, skyHeight);
RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
}
}
void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
PolyDrawSectorPortal *polyportal = nullptr;
std::vector<PolyPortalSegment> portalSegments;
sector_t *frontsector = sub->sector;
// Skip portals not facing the camera
if ((ceiling && frontsector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
(!ceiling && frontsector->floorplane.PointOnSide(viewpoint.Pos) < 0))
if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
(!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0))
{
return;
}
@ -159,7 +157,7 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &wo
}
#endif
TriVertex *vertices = CreateSkyPlaneVertices(thread, sub, skyHeight);
TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
PolyDrawArgs args;
args.SetTransform(&worldToClip);
@ -170,11 +168,11 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &wo
args.SetWriteStencil(true, polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, sub, polyportal, ceiling, skyHeight);
RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
polyportal->Shape.push_back({ vertices, (int)sub->numlines, true });
polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines, true });
}
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight)
@ -257,139 +255,21 @@ void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &arg
}
}
sector_t *RenderPolyPlane::GetHeightSec(subsector_t *sub, bool ceiling)
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling)
{
sector_t *controlsector = sub->sector->GetHeightSec();
if (!controlsector || controlsector == sub->sector || (ceiling && !!(controlsector->MoreFlags & SECF_FAKEFLOORONLY)))
return nullptr;
else
return controlsector;
}
bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
HeightSecLocation RenderPolyPlane::GetHeightSecLocation(sector_t *controlsector)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
if (viewpoint.Pos.Z > controlsector->ceilingplane.ZatPoint(viewpoint.Pos.XY())) // Above control sector ceiling (A)
return HeightSecLocation::Above;
else if (viewpoint.Pos.Z > controlsector->floorplane.ZatPoint(viewpoint.Pos.XY())) // Between control sector ceiling and floor (B)
return HeightSecLocation::Between;
else
return HeightSecLocation::Below;
}
FTextureID RenderPolyPlane::GetPlaneTexture(subsector_t *sub, bool ceiling)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
if (diffTex && ceiling)
return sub->sector->GetTexture(sector_t::ceiling);
else
return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
case HeightSecLocation::Between:
return sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
case HeightSecLocation::Below:
if (diffTex && !ceiling)
return sub->sector->GetTexture(sector_t::floor);
else
return controlsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
}
}
PolyPlaneUVTransform RenderPolyPlane::GetPlaneTransform(subsector_t *sub, bool ceiling, FTexture *tex)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
if (diffTex && ceiling)
return PolyPlaneUVTransform(sub->sector->planes[sector_t::ceiling].xform, tex);
else
return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
case HeightSecLocation::Between:
return PolyPlaneUVTransform(ceiling ? sub->sector->planes[sector_t::ceiling].xform : sub->sector->planes[sector_t::floor].xform, tex);
case HeightSecLocation::Below:
if (diffTex && !ceiling)
return PolyPlaneUVTransform(sub->sector->planes[sector_t::floor].xform, tex);
else
return PolyPlaneUVTransform(ceiling ? controlsector->planes[sector_t::ceiling].xform : controlsector->planes[sector_t::floor].xform, tex);
}
}
const secplane_t &RenderPolyPlane::GetSecPlane(subsector_t *sub, bool ceiling)
{
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (!controlsector)
return ceiling ? sub->sector->ceilingplane : sub->sector->floorplane;
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
return ceiling ? sub->sector->ceilingplane : controlsector->ceilingplane;
case HeightSecLocation::Between:
return ceiling ? controlsector->ceilingplane : controlsector->floorplane;
case HeightSecLocation::Below:
return ceiling ? controlsector->floorplane : sub->sector->floorplane;
}
}
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
{
sector_t *lightSector = sub->sector;
sector_t *controlsector = GetHeightSec(sub, ceiling);
if (controlsector)
{
bool diffTex = !!(controlsector->MoreFlags & SECF_CLIPFAKEPLANES);
bool noFakeLight = !!(controlsector->MoreFlags & SECF_NOFAKELIGHT);
switch (GetHeightSecLocation(controlsector))
{
default:
case HeightSecLocation::Above:
// todo: upper texture as colormap
lightSector = controlsector;
break;
case HeightSecLocation::Between:
// normal texture as colormap
break;
case HeightSecLocation::Below:
// todo: lower texture as colormap
lightSector = controlsector;
break;
}
}
bool foggy = level.fadeto || lightSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? lightSector->GetCeilingLight() : lightSector->GetFloorLight();
int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel;
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
FDynamicColormap *basecolormap = GetColorTable(lightSector->Colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && lightSector->e && lightSector->e->XFloor.lightlist.Size())
FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(lightSector, ceiling ? &lightSector->ceilingplane : &lightSector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, lightSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &lightSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
{
lightlevel = *light->p_lightlevel;
}