fix ogl culling stuff on polyobjects
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52e3a399ee
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1 changed files with 93 additions and 94 deletions
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@ -1132,112 +1132,111 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight)
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SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight)
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if (!udmf)
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{
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if (!gl_curline->polyseg) // Don't do it for polyobjects
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gl_frontsector->ceilingpic == skyflatnum)
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{
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if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
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// backsector is lower
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if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
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&& (worldhigh != worldtop || worldhighslope != worldtopslope))
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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{
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gl_frontsector->floorpic == skyflatnum)
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{
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if (gl_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
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&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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&& !(gl_sidedef->bottomtexture))
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{
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture))
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{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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}
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gl_frontsector->ceilingpic == skyflatnum
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&& gl_backsector->ceilingpic == skyflatnum)
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{
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if (udmf)
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bothceilingssky = true;
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else
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{
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worldtop = worldhigh;
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worldtopslope = worldhighslope;
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}
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}
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if (udmf)
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{
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gl_frontsector->ceilingpic == skyflatnum
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&& gl_backsector->ceilingpic == skyflatnum)
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{
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bothceilingssky = true;
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}
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// likewise, but for floors and upper textures
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if (gl_frontsector->floorpic == skyflatnum
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&& gl_backsector->floorpic == skyflatnum)
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{
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bothfloorssky = true;
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}
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if (!bothceilingssky)
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gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
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if (!bothfloorssky)
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gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
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}
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else
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gl_frontsector->ceilingpic == skyflatnum)
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{
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if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
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// backsector is lower
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if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
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&& (worldhigh != worldtop || worldhighslope != worldtopslope))
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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{
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gl_frontsector->floorpic == skyflatnum)
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{
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if (gl_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
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&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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&& !(gl_sidedef->bottomtexture))
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{
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture))
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{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gl_frontsector->ceilingpic == skyflatnum
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&& gl_backsector->ceilingpic == skyflatnum)
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{
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worldtop = worldhigh;
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worldtopslope = worldhighslope;
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}
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// this is always false in binary anyways
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if (!bothceilingssky)
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gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
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if (!bothfloorssky)
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gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
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}
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// check TOP TEXTURE
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if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture)
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