mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
47dce8de8c
y-panning is still not correct for all cases but better than before. The aspect factor is not needed, it looks like an artifact of both the software renderer and Polymost. We get the same dimensions with proper matrices by setting this to 1.
685 lines
21 KiB
C++
685 lines
21 KiB
C++
// renderer draft. This code is not for release!
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#include "glbackend/glbackend.h"
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#include "build.h"
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#include "hw_vrmodes.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "binaryangle.h"
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#include "automap.h"
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#include "hw_clipper.h"
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#include "hw_drawstructs.h"
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#include "hw_clock.h"
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#include "render.h"
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#include "printf.h"
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#include "v_video.h"
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#include "flatvertices.h"
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angle_t FrustumAngle(float ratio, float fov, float pitch)
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{
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float tilt = fabs(pitch);
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// If the pitch is larger than this you can look all around at a FOV of 90°
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if (tilt > 46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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// todo: integrate roll into the calculation
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double floatangle = 2.0 + (45.0 + ((tilt / 1.9))) * fov * 48.0 / AspectMultiplier(ratio) / 90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1 >= ANGLE_180) return 0xffffffff;
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return a1;
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}
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//==========================================================================
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//
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// note that these return values in renderer coordinate space with inverted sign!
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//
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//==========================================================================
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float CeilingAtPoint(sectortype* sec, float dax, float day)
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{
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if (!(sec->ceilingstat & CSTAT_SECTOR_SLOPE))
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return float(sec->ceilingz);
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i == 0) return sec->ceilingz;
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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return -float(sec->ceilingz) + (sec->ceilingheinum * j) / i;
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}
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float FloorAtPoint(usectorptr_t sec, float dax, float day)
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{
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if (!(sec->floorstat & CSTAT_SECTOR_SLOPE))
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return float(sec->floorz);
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i == 0) return sec->floorz;
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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return -float(sec->floorz) + (sec->floorheinum * j) / i;
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}
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void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* pceilz, float* pflorz)
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{
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float ceilz = float(sec->ceilingz);
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float florz = float(sec->floorz);
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if (((sec->ceilingstat | sec->floorstat) & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i != 0)
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{
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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if (sec->ceilingstat & CSTAT_SECTOR_SLOPE) ceilz += (sec->ceilingheinum * j) / i;
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if (sec->floorstat & CSTAT_SECTOR_SLOPE) florz += (sec->floorheinum * j) / i;
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}
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}
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// Scale to render coordinates.
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*pceilz = ceilz * -(1.f / 256.f);
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*pflorz = florz * -(1.f / 256.f);
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}
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#define NS namespace Newrender { // auto-format blocking #define.
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NS
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struct FBunch
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{
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int sectnum;
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int startline;
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int endline;
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angle_t startangle; // in pseudo angles for the clipper
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angle_t endangle;
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};
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// ----------------------------------------------------------------------------
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//
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// Bunches are groups of continuous lines
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// This array stores the amount of points per bunch,
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// the view angles for each point and the line index for the starting line
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//
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// ----------------------------------------------------------------------------
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class BunchDrawer
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{
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public:
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Clipper &clipper;
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int LastBunch;
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int StartTime;
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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double viewx, viewy;
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FixedBitArray<MAXSECTORS> gotsector;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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public:
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BunchDrawer(Clipper& c, vec2_t& view) : clipper(c)
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{
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viewx = view.x * (1/ 16.f);
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viewy = view.y * -(1/ 16.f);
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StartScene();
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clipper.SetViewpoint(DVector2(viewx, viewy));
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for (int i = 0; i < numwalls; i++)
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{
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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// Reverse the orientation so that startangle and endangle are properly ordered.
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wall[i].clipangle = 0 - clipper.PointToPseudoAngle(wall[i].x * (1 / 16.f), wall[i].y * (-1 / 16.f));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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private:
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void StartScene()
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{
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LastBunch = 0;
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StartTime = I_msTime();
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Bunches.Clear();
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CompareData.Clear();
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gotsector.Zero();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan)
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{
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FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
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bunch->sectnum = sectnum;
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bunch->startline = bunch->endline = linenum;
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bunch->startangle = startan;
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bunch->endangle = endan;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void AddLineToBunch(int line, int newan)
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{
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Bunches[LastBunch].endline++;
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Bunches[LastBunch].endangle = newan;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DeleteBunch(int index)
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{
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Bunches[index] = Bunches.Last();
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Bunches.Pop();
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}
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bool CheckClip(walltype* wal)
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{
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auto pt2 = &wall[wal->point2];
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sectortype* backsector = §or[wal->nextsector];
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sectortype* frontsector = §or[wall[wal->nextwall].nextsector];
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float bs_floorheight1;
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float bs_floorheight2;
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float bs_ceilingheight1;
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float bs_ceilingheight2;
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float fs_floorheight1;
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float fs_floorheight2;
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float fs_ceilingheight1;
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float fs_ceilingheight2;
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// Mirrors and horizons always block the view
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//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
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PlanesAtPoint(frontsector, wal->x, wal->y, &fs_ceilingheight1, &fs_floorheight1);
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PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2);
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PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1);
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PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2);
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// now check for closed sectors! No idea if we really need the sky checks. We'll see.
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if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
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{
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// backsector's ceiling is below frontsector's floor.
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if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
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return true;
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}
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if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector's floor is above frontsector's ceiling
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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
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return true;
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}
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if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector is closed
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if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// ClipLine
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// Clips the given segment
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//
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//==========================================================================
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enum
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{
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CL_Skip = 0,
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CL_Draw = 1,
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CL_Pass = 2,
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};
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int ClipLine(int line)
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{
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angle_t startAngle, endAngle;
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auto wal = &wall[line];
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startAngle = wal->clipangle;
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endAngle = wall[wal->point2].clipangle;
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// Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (startAngle - endAngle < ANGLE_180)
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{
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return CL_Skip;
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}
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if (!clipper.SafeCheckRange(startAngle, endAngle))
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{
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return CL_Skip;
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}
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if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
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{
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// one-sided
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clipper.SafeAddClipRange(startAngle, endAngle);
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return CL_Draw;
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}
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else
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{
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return CL_Draw | CL_Pass;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ProcessBunch(int bnch)
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{
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FBunch* bunch = &Bunches[bnch];
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ClipWall.Clock();
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for (int i = bunch->startline; i <= bunch->endline; i++)
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{
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int clipped = ClipLine(i);
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if (clipped & CL_Draw)
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{
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show2dwall.Set(i);
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//if (gl_render_walls)
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{
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SetupWall.Clock();
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HWWall hwwall;
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//Printf("Rendering wall %d\n", i);
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hwwall.Process(nullptr, &wall[i], §or[bunch->sectnum], wall[i].nextsector<0? nullptr : §or[wall[i].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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}
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}
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if (clipped & CL_Pass)
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{
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ClipWall.Unclock();
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ProcessSector(wall[i].nextsector);
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ClipWall.Clock();
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}
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}
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ClipWall.Unclock();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int WallInFront(int wall1, int wall2)
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{
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double x1s = WallStartX(wall1);
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double y1s = WallStartY(wall1);
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double x1e = WallEndX(wall1);
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double y1e = WallEndY(wall1);
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double x2s = WallStartX(wall2);
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double y2s = WallStartY(wall2);
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double x2e = WallEndX(wall2);
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double y2e = WallEndY(wall2);
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double dx = x1e - x1s;
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double dy = y1e - y1s;
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double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy);
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double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx, dy);
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return((t2 * t1) < 0);
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}
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dx = x2e - x2s;
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dy = y2e - y2s;
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t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy);
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t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy);
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return((t2 * t1) >= 0);
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}
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return(-2);
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}
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//==========================================================================
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//
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// This is a bit more complicated than it looks because angles can wrap
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// around so we can only compare angle differences.
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//
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// Rules:
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// 1. Any bunch can span at most 180°.
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// 2. 2 bunches can never overlap at both ends
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// 3. if there is an overlap one of the 2 starting points must be in the
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// overlapping area.
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//
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//==========================================================================
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int BunchInFront(FBunch* b1, FBunch* b2)
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{
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angle_t anglecheck, endang;
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if (b2->startangle - b1->startangle < b1->endangle - b1->startangle)
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{
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// we have an overlap at b2->startangle
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anglecheck = b2->startangle - b1->startangle;
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// Find the wall in b1 that overlaps b2->startangle
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for (int i = b1->startline; i <= b1->endline; i++)
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{
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endang = wall[wall[i].point2].clipangle - b1->startangle;
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if (endang > anglecheck)
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{
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// found a line
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int ret = WallInFront(b2->startline, i);
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return ret;
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}
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}
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}
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else if (b1->startangle - b2->startangle < b2->endangle - b2->startangle)
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{
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// we have an overlap at b1->startangle
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anglecheck = b1->startangle - b2->startangle;
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// Find the wall in b2 that overlaps b1->startangle
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for (int i = b2->startline; i <= b2->endline; i++)
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{
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endang = wall[wall[i].point2].clipangle - b2->startangle;
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if (endang > anglecheck)
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{
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// found a line
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int ret = WallInFront(i, b1->startline);
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return ret;
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}
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}
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}
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// we have no overlap
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return -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FindClosestBunch()
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{
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int closest = 0; //Almost works, but not quite :(
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CompareData.Clear();
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for (unsigned i = 1; i < Bunches.Size(); i++)
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{
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switch (BunchInFront(&Bunches[i], &Bunches[closest]))
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{
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case 0: // i is in front
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closest = i;
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continue;
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case 1: // i is behind
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continue;
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default: // can't determine
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CompareData.Push(i); // mark for later comparison
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continue;
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}
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}
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// we need to do a second pass to see how the marked bunches relate to the currently closest one.
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for (unsigned i = 0; i < CompareData.Size(); i++)
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{
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switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
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{
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case 0: // is in front
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closest = CompareData[i];
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i = 0; // we need to recheck everything that's still marked.
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continue;
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case 1: // is behind
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i--;
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continue;
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default:
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continue;
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}
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}
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return closest;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ProcessSector(int sectnum)
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{
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if (gotsector[sectnum]) return;
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gotsector.Set(sectnum);
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Bsp.Clock();
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auto sect = §or[sectnum];
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bool inbunch;
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angle_t startangle;
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//if (sect->validcount == StartTime) return;
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//sect->validcount = StartTime;
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#if 0//ndef BUILD_TEST
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DoSector(sectnum, false);
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#endif
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//Todo: process subsectors
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inbunch = false;
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for (int i = 0; i < sect->wallnum; i++)
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{
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auto thiswall = &wall[sect->wallptr + i];
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#ifdef _DEBUG
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// For displaying positions in debugger
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DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
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DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
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#endif
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|
angle_t ang1 = thiswall->clipangle;
|
|
angle_t ang2 = wall[thiswall->point2].clipangle;
|
|
|
|
if (ang1 - ang2 < ANGLE_180)
|
|
{
|
|
// Backside
|
|
inbunch = false;
|
|
}
|
|
else if (!clipper.SafeCheckRange(ang1, ang2))
|
|
{
|
|
// is it visible?
|
|
inbunch = false;
|
|
}
|
|
else if (!inbunch || ang2 - startangle >= ANGLE_180)
|
|
{
|
|
// don't let a bunch span more than 180° to avoid problems.
|
|
// This limitation ensures that the combined range of 2
|
|
// bunches will always be less than 360° which simplifies
|
|
// the distance comparison code because it prevents a
|
|
// situation where 2 bunches may overlap at both ends.
|
|
|
|
startangle = ang1;
|
|
StartBunch(sectnum, sect->wallptr + i, ang1, ang2);
|
|
inbunch = true;
|
|
}
|
|
else
|
|
{
|
|
AddLineToBunch(sect->wallptr + i, ang2);
|
|
}
|
|
if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
|
|
}
|
|
Bsp.Unclock();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
public:
|
|
void RenderScene(int viewsector)
|
|
{
|
|
ProcessSector(viewsector);
|
|
while (Bunches.Size() > 0)
|
|
{
|
|
int closest = FindClosestBunch();
|
|
ProcessBunch(closest);
|
|
DeleteBunch(closest);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_FrustumAngle
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void SetProjection(const FRotator& rotation, FAngle fov)
|
|
{
|
|
auto vrmode = VRMode::GetVRMode(false);
|
|
const int eyeCount = vrmode->mEyeCount;
|
|
const auto& eye = vrmode->mEyes[0];
|
|
|
|
int width = (windowxy2.x - windowxy1.x + 1);
|
|
int height = (windowxy2.y - windowxy1.y + 1);
|
|
float ratio = ActiveRatio(width, height, nullptr);
|
|
float fovratio;
|
|
|
|
if (ratio >= 1.3f)
|
|
{
|
|
fovratio = 1.333333f;
|
|
}
|
|
else
|
|
{
|
|
fovratio = ratio;
|
|
}
|
|
auto rotmat = eye.GetProjection(fov.Degrees, ratio, fovratio);
|
|
renderSetProjectionMatrix(rotmat.get());
|
|
}
|
|
|
|
static void SetViewMatrix(const FRotator& angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
|
{
|
|
float mult = mirror ? -1.f : 1.f;
|
|
float planemult = planemirror ? -1.f : 1.f;// Level->info->pixelstretch : Level->info->pixelstretch;
|
|
VSMatrix mViewMatrix;
|
|
|
|
mViewMatrix.loadIdentity();
|
|
mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
|
mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
|
mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
|
mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
|
mViewMatrix.scale(-mult, planemult, 1);
|
|
renderSetViewMatrix(mViewMatrix.get());
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
using namespace Newrender;
|
|
|
|
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror)
|
|
{
|
|
GLInterface.ClearDepth();
|
|
GLInterface.EnableBlend(false);
|
|
GLInterface.EnableAlphaTest(false);
|
|
GLInterface.EnableDepthTest(true);
|
|
GLInterface.SetDepthFunc(DF_LEqual);
|
|
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
|
|
|
|
|
|
FRotator rotation;
|
|
rotation.Yaw = -90.f + q16ang(q16angle).asdeg();
|
|
rotation.Pitch = -HorizToPitch(q16horizon);
|
|
rotation.Roll = rollang;
|
|
GLInterface.SetViewport(windowxy1.x, windowxy1.y, windowxy2.x - windowxy1.x + 1, windowxy2.y - windowxy1.y + 1);
|
|
SetProjection(rotation, fov);
|
|
SetViewMatrix(rotation, position.x / 16.f, -position.y / 16.f, -position.z / 256.f, mirror, planemirror);
|
|
|
|
renderSetViewpoint(position.x / 16.f, -position.y / 16.f, -position.z / 256.f);
|
|
renderSetVisibility((2 / 65536.f) * g_visibility / r_ambientlight); // (2 / 65536.f) is a magic factor to produce the same brightness as Polymost.
|
|
renderBeginScene();
|
|
|
|
Clipper clipper;
|
|
// fixme: This does not consider the roll angle yet. Pitch disabled to get consistent values during testing.
|
|
auto fa = FrustumAngle(16.f / 9, r_fov, 0);// rotation.Pitch.Degrees);
|
|
|
|
angle_t rotang = q16ang(q16angle).asbam();
|
|
clipper.SafeAddClipRangeRealAngles(rotang + fa, rotang - fa);
|
|
|
|
BunchDrawer drawer(clipper, position.vec2);
|
|
|
|
drawer.RenderScene(sectnum);
|
|
|
|
renderFinishScene();
|
|
|
|
GLInterface.SetDepthFunc(DF_LEqual);
|
|
}
|
|
|
|
|
|
|