From ecf2eed37f005f4eea9acff0ff51e0cf851c7451 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Thu, 1 Feb 2018 22:04:04 +0000 Subject: [PATCH] Pushing all my work to make OpenGL consistent with my changes to software's sky so far --- src/hardware/hw_main.c | 252 ++++++++++++++++++----------------------- 1 file changed, 111 insertions(+), 141 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 864cd04b6..dbc8faf20 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1409,9 +1409,9 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo* HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap); } -// HWR_DrawSkyWalls +// HWR_DrawSkyWall // 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) +static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf) { HWD.pfnSetTexture(NULL); // no texture @@ -1419,9 +1419,7 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b 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 + // this no longer sets top/bottom coords, this should be done before caling the function 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 @@ -1542,8 +1540,9 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (gr_backsector) { - INT32 gr_toptexture, gr_bottomtexture; + INT32 gr_toptexture = 0, gr_bottomtexture = 0; // two sided line + boolean bothceilingssky = false; // turned on if both back and front ceilings are sky #ifdef ESLOPE SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight) @@ -1559,13 +1558,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum) { - worldtop = worldhigh; + bothceilingssky = true; + //worldtop = worldhigh; #ifdef ESLOPE - worldtopslope = worldhighslope; + //worldtopslope = worldhighslope; #endif } - gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture); + if (!bothceilingssky) + gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture); gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture); // check TOP TEXTURE @@ -2008,84 +2009,42 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) }*/ } - // Isn't this just the most lovely mess +#if 1 + // Sky culling + // No longer so much a mess as before! if (!gr_curline->polyseg) // Don't do it for polyobjects { - if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum) + if (gr_frontsector->ceilingpic == skyflatnum) { - fixed_t depthwallheight; - - if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn - 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->ceilingpic != skyflatnum) // don't cull if back sector is also sky { - if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier - { - 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, 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, 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, depthwallheight, INT32_MAX); + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space +#ifdef ESLOPE + wallVerts[0].y = FIXED_TO_FLOAT(worldtop); + wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); +#else + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); +#endif + HWR_DrawSkyWall(wallVerts, &Surf); } } - // And now for sky floors! - if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum) + + if (gr_frontsector->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->floorpic != skyflatnum) // don't cull if back sector is also sky { - if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier - { - 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, 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, 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, depthwallheight); +#ifdef ESLOPE + wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); + wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); +#else + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); +#endif + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space + HWR_DrawSkyWall(wallVerts, &Surf); } } } +#endif } else { @@ -2156,9 +2115,27 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) if (!gr_curline->polyseg) { if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector - HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX); + { + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space +#ifdef ESLOPE + wallVerts[0].y = FIXED_TO_FLOAT(worldtop); + wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); +#else + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); +#endif + HWR_DrawSkyWall(wallVerts, &Surf); + } if (gr_frontsector->floorpic == skyflatnum) - HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom); + { +#ifdef ESLOPE + wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); + wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); +#else + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); +#endif + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space + HWR_DrawSkyWall(wallVerts, &Surf); + } } } @@ -2483,54 +2460,38 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks backf1 = backf2 = abacksector->floorheight; backc1 = backc2 = abacksector->ceilingheight; } - - // now check for closed sectors! - if (backc1 <= frontf1 && backc2 <= frontf2) + // properly render skies (consider door "open" if both ceilings are sky) + if (abacksector->ceilingpic != skyflatnum || afrontsector->ceilingpic != skyflatnum) { - checkforemptylines = false; - if (!seg->sidedef->toptexture) - return false; - - if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum) - return false; - - return true; - } - - if (backf1 >= frontc1 && backf2 >= frontc2) - { - checkforemptylines = false; - if (!seg->sidedef->bottomtexture) - return false; - - // properly render skies (consider door "open" if both floors are sky): - if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum) - return false; - - return true; - } - - if (backc1 <= backf1 && backc2 <= backf2) - { - checkforemptylines = false; - // preserve a kind of transparent door/lift special effect: - if (backc1 < frontc1 || backc2 < frontc2) + // now check for closed sectors! + if (backc1 <= frontf1 && backc2 <= frontf2) { - if (!seg->sidedef->toptexture) - return false; + checkforemptylines = false; + //if (!seg->sidedef->toptexture) + //return false; + + return true; } - if (backf1 > frontf1 || backf2 > frontf2) + + if (backf1 >= frontc1 && backf2 >= frontc2) { - if (!seg->sidedef->bottomtexture) - return false; + checkforemptylines = false; + //if (!seg->sidedef->bottomtexture) + //return false; + + return true; } - if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum) - return false; - if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum) - return false; - - return true; + if (backc1 <= backf1 && backc2 <= backf2) + { + // preserve a kind of transparent door/lift special effect: + if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture) + && ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture)) + { + checkforemptylines = false; + return true; + } + } } if (backc1 != frontc1 || backc2 != frontc2 @@ -3008,19 +2969,23 @@ static void HWR_AddLine(seg_t * line) SLOPEPARAMS( gr_backsector->c_slope, backc1, backc2, gr_backsector->ceilingheight) #undef SLOPEPARAMS - // Closed door. - if ((backc1 <= frontf1 && backc2 <= frontf2) - || (backf1 >= frontc1 && backf2 >= frontc2)) + if (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum) { - goto clipsolid; - } + // Closed door. + if ((backc1 <= frontf1 && backc2 <= frontf2) + || (backf1 >= frontc1 && backf2 >= frontc2)) + { + goto clipsolid; + } - // Check for automap fix. - if (backc1 <= backf1 && backc2 <= backf2 - && ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture) - && ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture) - && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) - goto clipsolid; + // Check for automap fix. + if (backc1 <= backf1 && backc2 <= backf2 + && ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture) + && ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture) + //&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum) + ) + goto clipsolid; + } // Window. if (backc1 != frontc1 || backc2 != frontc2 @@ -3032,17 +2997,22 @@ static void HWR_AddLine(seg_t * line) else #endif { - // Closed door. - if (gr_backsector->ceilingheight <= gr_frontsector->floorheight || - gr_backsector->floorheight >= gr_frontsector->ceilingheight) - goto clipsolid; - // Check for automap fix. - if (gr_backsector->ceilingheight <= gr_backsector->floorheight - && ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture) - && ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture) - && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) - goto clipsolid; + if (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum) + { + // Closed door. + if (gr_backsector->ceilingheight <= gr_frontsector->floorheight || + gr_backsector->floorheight >= gr_frontsector->ceilingheight) + goto clipsolid; + + // Check for automap fix. + if (gr_backsector->ceilingheight <= gr_backsector->floorheight + && ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture) + && ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture) + //&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum) + ) + goto clipsolid; + } // Window. if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight ||