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https://github.com/DrBeef/Raze.git
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689 lines
21 KiB
C++
689 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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const float aspect_factor = (1.28f / 1.333333f); // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
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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;
|
|
}
|
|
ratio *= aspect_factor; // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
|
|
fovratio *= aspect_factor;
|
|
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 ? -aspect_factor : aspect_factor;// 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);
|
|
}
|
|
|
|
|
|
|