From b2852ec0f44d22d96869a06cc921f8ab61e2dc95 Mon Sep 17 00:00:00 2001 From: Sryder13 Date: Mon, 8 Sep 2014 23:29:05 +0100 Subject: [PATCH] OpenGL: Sky culling Gets rid of stuff being drawn where the sky should be being drawn. --- src/hardware/hw_main.c | 75 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 75 insertions(+) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 77c56a734..581a8bb71 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1286,6 +1286,25 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo* 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) +{ + HWD.pfnSetTexture(NULL); + // no texture + wallVerts[3].t = wallVerts[2].t = 0; + wallVerts[0].t = wallVerts[1].t = 0; + wallVerts[0].s = wallVerts[3].s = 0; + wallVerts[2].s = wallVerts[1].s = 0; + // set top/bottom coords + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall + HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL); + // PF_Invisible so it's not drawn into the colour buffer + // PF_NoTexture for no texture + // PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer +} + // // HWR_StoreWallRange // A portion or all of a wall segment will be drawn, from startfrac to endfrac, @@ -1674,6 +1693,57 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) Surf.FlatColor.rgba = 0xffffffff; }*/ } + + // Isn't this just the most lovely mess + if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum) + { + if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier + { + if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier + HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX); + // behind sector is not a thok barrier + else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector + HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX); + } + else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not + { + if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height + || gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height + || gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX); + } + else // neither sectors are thok barriers + { + if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower + || gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, worldhigh, INT32_MAX); + } + } + // And now for sky floors! + if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum) + { + if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier + { + if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh); + // behind sector is not a thok barrier + else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow); + } + else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not + { + if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height + || gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height + || gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow); + } + else // neither sectors are thok barriers + { + if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher + || gr_backsector->floorpic != skyflatnum) // behind sector is not a sky + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldlow); + } + } } else { @@ -1713,6 +1783,11 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } } + + if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector + HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX); + if (gr_frontsector->floorpic == skyflatnum) + HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom); }