Quick sky fix

Avoid Z-Fighting on the depth wall with the regular walls to stop the
possibility of regular walls being made partially invisible.
This commit is contained in:
Sryder13 2014-09-09 01:59:19 +01:00
parent b2852ec0f4
commit cee8fff7b3
1 changed files with 33 additions and 8 deletions

View File

@ -1697,51 +1697,76 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// Isn't this just the most lovely mess
if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->toptexture)
depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
else
depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
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);
{
if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
else
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);
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
}
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);
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, 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);
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
}
}
// And now for sky floors!
if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->bottomtexture)
depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
else
depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
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);
{
if (!gr_sidedef->toptexture) // Only extend up if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
else
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);
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
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);
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
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);
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
}
}