From 4e95066f5ac700bd868c140c90394bd94a9c2fad Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 20 Mar 2018 14:20:02 +0000 Subject: [PATCH] Some fixes and updates for HWR_SplitWall Solid walls *can* be cut Fix issues with water and fog FOFs not cutting each other out correctly Fix Fog colourmap and lighting setting that is done here. Remove HWR_SplitFog There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad. --- src/hardware/hw_main.c | 246 +++++++++++++---------------------------- 1 file changed, 76 insertions(+), 170 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 83783072f..c4e3d879e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1065,7 +1065,7 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) // // HWR_SplitWall // -static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, UINT32 cutflag) +static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, UINT32 cutflag, ffloor_t *pfloor) { /* SoM: split up and light walls according to the lightlist. This may also include leaving out parts @@ -1093,7 +1093,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, lightlist_t * list = sector->lightlist; const UINT8 alpha = Surf->FlatColor.s.alpha; FUINT lightnum; - extracolormap_t *colormap; + extracolormap_t *colormap = NULL; realtop = top = wallVerts[3].y; realbot = bot = wallVerts[0].y; @@ -1109,7 +1109,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, endpegmul = (endpegb - endpegt) / (endtop - endbot); #endif - for (i = 1; i < sector->numlights; i++) + for (i = 0; i < sector->numlights; i++) { #ifdef ESLOPE if (endtop < endrealbot) @@ -1117,35 +1117,38 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (top < realbot) return; - //Hurdler: fix a crashing bug, but is it correct? -// if (!list[i].caster) -// continue; + // There's a compiler warning here if this comment isn't here because of indentation + if (!(list[i].flags & FF_NOSHADE)) + { + if (pfloor && (pfloor->flags & FF_FOG)) + { + lightnum = pfloor->master->frontsector->lightlevel; + colormap = pfloor->master->frontsector->extra_colormap; + } + else + { + lightnum = *list[i].lightlevel; + colormap = list[i].extra_colormap; + } + } solid = false; - if (list[i].caster) + if ((sector->lightlist[i].flags & FF_CUTSOLIDS) && !(cutflag & FF_EXTRA)) + solid = true; + else if ((sector->lightlist[i].flags & FF_CUTEXTRA) && (cutflag & FF_EXTRA)) { - if (sector->lightlist[i].caster->flags & FF_CUTSOLIDS && !(cutflag & FF_EXTRA)) - solid = true; - else if (sector->lightlist[i].caster->flags & FF_CUTEXTRA && cutflag & FF_EXTRA) + if (sector->lightlist[i].flags & FF_EXTRA) { - if (sector->lightlist[i].caster->flags & FF_EXTRA) - { - if (sector->lightlist[i].caster->flags == cutflag) // Only merge with your own types - solid = true; - } - else + if ((sector->lightlist[i].flags & (FF_FOG|FF_SWIMMABLE)) == (cutflag & (FF_FOG|FF_SWIMMABLE))) // Only merge with your own types solid = true; } else - solid = false; + solid = true; } else solid = false; - if (cutflag == FF_CUTSOLIDS) // These are regular walls sent in from StoreWallRange, they shouldn't be cut from this - solid = false; - #ifdef ESLOPE if (list[i].slope) { @@ -1185,34 +1188,53 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (solid && endtop > endbheight) endtop = endbheight; #endif - continue; } +#ifdef ESLOPE + if (i + 1 < sector->numlights) + { + if (list[i+1].slope) + { + temp = P_GetZAt(list[i+1].slope, v1x, v1y); + bheight = FIXED_TO_FLOAT(temp); + temp = P_GetZAt(list[i+1].slope, v2x, v2y); + endbheight = FIXED_TO_FLOAT(temp); + } + else + bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height); + } + else + { + bheight = realbot; + endbheight = endrealbot; + } +#else + if (i + 1 < sector->numlights) + { + bheight = FIXED_TO_FLOAT(list[i+1].height); + } + else + { + bheight = realbot; + } +#endif + + if (endbheight >= endtop) + if (bheight >= top) + continue; + //Found a break; - bot = height; + bot = bheight; if (bot < realbot) bot = realbot; #ifdef ESLOPE - endbot = endheight; + endbot = endbheight; if (endbot < endrealbot) endbot = endrealbot; #endif - - // colormap test - if (list[i-1].caster) - { - lightnum = *list[i-1].lightlevel; - colormap = list[i-1].extra_colormap; - } - else - { - lightnum = sector->lightlevel; - colormap = sector->extra_colormap; - } - Surf->FlatColor.s.alpha = alpha; #ifdef ESLOPE @@ -1235,20 +1257,16 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, wallVerts[0].y = wallVerts[1].y = bot; #endif - if (cutflag & FF_TRANSLUCENT) + if (cutflag & FF_FOG) + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap); + else if (cutflag & FF_TRANSLUCENT) HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap); - if (solid) - top = bheight; - else - top = height; + top = bot; #ifdef ESLOPE - if (solid) - endtop = endbheight; - else - endtop = endheight; + endtop = endbot; #endif } @@ -1260,17 +1278,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, if (top <= realbot) return; - if (list[i-1].caster) - { - lightnum = *list[i-1].lightlevel; - colormap = list[i-1].extra_colormap; - } - else - { - lightnum = sector->lightlevel; - colormap = sector->extra_colormap; - } - Surf->FlatColor.s.alpha = alpha; + Surf->FlatColor.s.alpha = alpha; #ifdef ESLOPE wallVerts[3].t = pegt + ((realtop - top) * pegmul); @@ -1292,116 +1300,14 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, wallVerts[0].y = wallVerts[1].y = bot; #endif - if (cutflag & FF_TRANSLUCENT) + if (cutflag & FF_FOG) + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap); + else if (cutflag & FF_TRANSLUCENT) HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap); else HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap); } -// -// HWR_SplitFog -// Exclusively for fog -// -static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo* Surf, UINT32 cutflag, FUINT lightnum, extracolormap_t *colormap) -{ - /* SoM: split up and light walls according to the - lightlist. This may also include leaving out parts - of the wall that can't be seen */ - float realtop, realbot, top, bot; - float pegt, pegb, pegmul; - float height = 0.0f, bheight = 0.0f; - INT32 solid, i; - lightlist_t * list = sector->lightlist; - const UINT8 alpha = Surf->FlatColor.s.alpha; - - realtop = top = wallVerts[2].y; - realbot = bot = wallVerts[0].y; - pegt = wallVerts[2].t; - pegb = wallVerts[0].t; - pegmul = (pegb - pegt) / (top - bot); - - for (i = 1; i < sector->numlights; i++) - { - if (top < realbot) - return; - - //Hurdler: fix a crashing bug, but is it correct? -// if (!list[i].caster) -// continue; - - solid = false; - - if (list[i].caster) - { - if (sector->lightlist[i].caster->flags & FF_FOG && cutflag & FF_FOG) // Only fog cuts fog - { - if (sector->lightlist[i].caster->flags & FF_EXTRA) - { - if (sector->lightlist[i].caster->flags == cutflag) // only cut by the same - solid = true; - } - else - solid = true; - } - } - - height = FIXED_TO_FLOAT(list[i].height); - - if (solid) - bheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight); - - if (height >= top) - { - if (solid && top > bheight) - top = bheight; - continue; - } - - //Found a break; - bot = height; - - if (bot < realbot) - bot = realbot; - - { - - - - Surf->FlatColor.s.alpha = alpha; - } - - wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul); - wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul); - - // set top/bottom coords - wallVerts[2].y = wallVerts[3].y = top; - wallVerts[0].y = wallVerts[1].y = bot; - - if (!solid) // Don't draw it if there's more fog behind it - HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Fog|PF_NoTexture, true, lightnum, colormap); - - top = height; - } - - bot = realbot; - if (top <= realbot) - return; - - { - - Surf->FlatColor.s.alpha = alpha; - } - - wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul); - wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul); - - // set top/bottom coords - wallVerts[2].y = wallVerts[3].y = top; - wallVerts[0].y = wallVerts[1].y = bot; - - HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap); -} - // HWR_DrawSkyWalls // Draw walls into the depth buffer so that anything behind is culled properly static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top) @@ -1678,7 +1584,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) #endif if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_toptexture, &Surf, FF_CUTSOLIDS); + HWR_SplitWall(gr_frontsector, wallVerts, gr_toptexture, &Surf, FF_CUTLEVEL, NULL); else if (grTex->mipmap.flags & TF_TRANSPARENT) HWR_AddTransparentWall(wallVerts, &Surf, gr_toptexture, PF_Environment, false, lightnum, colormap); else @@ -1761,7 +1667,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) #endif if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_bottomtexture, &Surf, FF_CUTSOLIDS); + HWR_SplitWall(gr_frontsector, wallVerts, gr_bottomtexture, &Surf, FF_CUTLEVEL, NULL); else if (grTex->mipmap.flags & TF_TRANSPARENT) HWR_AddTransparentWall(wallVerts, &Surf, gr_bottomtexture, PF_Environment, false, lightnum, colormap); else @@ -2027,10 +1933,10 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (gr_frontsector->numlights) { if (!(blendmode & PF_Masked)) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT); + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT, NULL); else { - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL); } } else if (!(blendmode & PF_Masked)) @@ -2182,7 +2088,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) #endif // I don't think that solid walls can use translucent linedef types... if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL); else { if (grTex->mipmap.flags & TF_TRANSPARENT) @@ -2320,7 +2226,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } if (gr_frontsector->numlights) - HWR_SplitFog(gr_frontsector, wallVerts, &Surf, rover->flags, lightnum, colormap); + HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover); else HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap); } @@ -2335,7 +2241,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, texnum, &Surf, rover->flags); + HWR_SplitWall(gr_frontsector, wallVerts, texnum, &Surf, rover->flags, rover); else { if (blendmode != PF_Masked) @@ -2439,7 +2345,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } if (gr_backsector->numlights) - HWR_SplitFog(gr_backsector, wallVerts, &Surf, rover->flags, lightnum, colormap); + HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover); else HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap); } @@ -2454,7 +2360,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) } if (gr_backsector->numlights) - HWR_SplitWall(gr_backsector, wallVerts, texnum, &Surf, rover->flags); + HWR_SplitWall(gr_backsector, wallVerts, texnum, &Surf, rover->flags, rover); else { if (blendmode != PF_Masked)