raze/source/core/rendering/scene/hw_drawinfo.cpp
Christoph Oelckers f54e4b8a9a - more int_ang()
2022-10-04 23:56:43 +02:00

767 lines
22 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_drawinfo.cpp
** Basic scene draw info management class
**
*/
#include "hw_portal.h"
#include "build.h"
#include "hw_renderstate.h"
#include "hw_drawinfo.h"
//#include "models.h"
#include "hw_clock.h"
#include "hw_cvars.h"
#include "hw_viewpointbuffer.h"
#include "flatvertices.h"
#include "hw_lightbuffer.h"
#include "hw_vrmodes.h"
#include "hw_clipper.h"
#include "v_draw.h"
#include "gamecvars.h"
#include "gamestruct.h"
#include "automap.h"
#include "hw_voxels.h"
#include "coreactor.h"
EXTERN_CVAR(Float, r_visibility)
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_texture, true, 0)
CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
BitArray gotsector;
//==========================================================================
//
//
//
//==========================================================================
class FDrawInfoList
{
public:
TDeletingArray<HWDrawInfo *> mList;
HWDrawInfo * GetNew();
void Release(HWDrawInfo *);
};
FDrawInfoList di_list;
//==========================================================================
//
// Try to reuse the lists as often as possible as they contain resources that
// are expensive to create and delete.
//
// Note: If multithreading gets used, this class needs synchronization.
//
//==========================================================================
HWDrawInfo *FDrawInfoList::GetNew()
{
if (mList.Size() > 0)
{
HWDrawInfo *di;
mList.Pop(di);
return di;
}
return new HWDrawInfo();
}
void FDrawInfoList::Release(HWDrawInfo * di)
{
di->ClearBuffers();
mList.Push(di);
}
//==========================================================================
//
// Sets up a new drawinfo struct
//
//==========================================================================
HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
{
HWDrawInfo *di = di_list.GetNew();
di->StartScene(parentvp, uniforms);
return di;
}
//==========================================================================
//
//
//
//==========================================================================
static Clipper staticClipper; // Since all scenes are processed sequentially we only need one clipper.
static HWDrawInfo * gl_drawinfo; // This is a linked list of all active DrawInfos and needed to free the memory arena after the last one goes out of scope.
void HWDrawInfo::StartScene(FRenderViewpoint& parentvp, HWViewpointUniforms* uniforms)
{
mClipper = &staticClipper;
Viewpoint = parentvp;
//lightmode = Level->lightMode;
if (uniforms)
{
VPUniforms = *uniforms;
// The clip planes will never be inherited from the parent drawinfo.
VPUniforms.mClipLine.X = -1000001.f;
VPUniforms.mClipHeight = 0;
}
else
{
VPUniforms.mProjectionMatrix.loadIdentity();
VPUniforms.mViewMatrix.loadIdentity();
VPUniforms.mNormalViewMatrix.loadIdentity();
//VPUniforms.mViewHeight = viewheight;
VPUniforms.mGlobVis = (2 / 65536.f) * (g_visibility + g_relvisibility) / r_ambientlight;
VPUniforms.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8);
if (isBuildSoftwareLighting()) VPUniforms.mPalLightLevels |= (5 << 16);
VPUniforms.mClipLine.X = -10000000.0f;
VPUniforms.mShadowmapFilter = gl_shadowmap_filter;
}
vec2_t view = { int(Viewpoint.Pos.X * 16), int(Viewpoint.Pos.Y * -16) };
ClearBuffers();
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
vpIndex = 0;
// Fullbright information needs to be propagated from the main view.
if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
else FullbrightFlags = 0;
outer = gl_drawinfo;
gl_drawinfo = this;
}
//==========================================================================
//
//
//
//==========================================================================
HWDrawInfo *HWDrawInfo::EndDrawInfo()
{
assert(this == gl_drawinfo);
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
gl_drawinfo = outer;
di_list.Release(this);
if (gl_drawinfo == nullptr)
ResetRenderDataAllocator();
return gl_drawinfo;
}
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::ClearBuffers()
{
spriteindex = 0;
mClipPortal = nullptr;
mCurrentPortal = nullptr;
}
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t HWDrawInfo::FrustumAngle()
{
float WidescreenRatio = (float)screen->GetWidth() / screen->GetHeight();
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees());
// If the pitch is larger than this you can look all around at a FOV of 90°
if (tilt > 46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees() * 48.0 / AspectMultiplier(WidescreenRatio) / 90.0;
angle_t a1 = DAngle::fromDeg(floatangle).BAMs();
if (a1 >= ANGLE_90) return 0xffffffff; // it's either below 90 or bust.
return a1;
}
//-----------------------------------------------------------------------------
//
// Setup the modelview matrix
//
//-----------------------------------------------------------------------------
void HWDrawInfo::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 : 1;// Level->info->pixelstretch : Level->info->pixelstretch;
VPUniforms.mViewMatrix.loadIdentity();
VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees(), 0.0f, 0.0f, 1.0f);
VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees(), 1.0f, 0.0f, 0.0f);
VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees(), 0.0f, mult, 0.0f);
VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
}
//-----------------------------------------------------------------------------
//
// SetupView
// Setup the view rotation matrix for the given viewpoint
//
//-----------------------------------------------------------------------------
void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
{
auto &vp = Viewpoint;
//vp.SetViewAngle(r_viewwindow); // todo: need to pass in.
SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
SetCameraPos(vp.Pos);
VPUniforms.CalcDependencies();
vpIndex = screen->mViewpoints->SetViewpoint(state, &VPUniforms);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
HWPortal * HWDrawInfo::FindPortal(const void * src)
{
int i = Portals.Size() - 1;
while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
return i >= 0 ? Portals[i] : nullptr;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWDrawInfo::DispatchSprites()
{
for (unsigned i = 0; i < tsprites.Size(); i++)
{
auto tspr = tsprites.get(i);
int tilenum = tspr->picnum;
auto actor = tspr->ownerActor;
if (actor == nullptr || tspr->xrepeat == 0 || tspr->yrepeat == 0 || (unsigned)tilenum >= MAXTILES)
continue;
actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB)
tileUpdatePicnum(&tilenum, false, (actor->GetIndex() & 16383));
tspr->picnum = tilenum;
gotpic.Set(tilenum);
if (!(actor->sprext.renderflags & SPREXT_NOTMD))
{
int pt = Ptile2tile(tilenum, tspr->pal);
if (hw_models && tile2model[pt].modelid >= 0 && tile2model[pt].framenum >= 0)
{
//HWSprite hwsprite;
//if (hwsprite.ProcessModel(pt, tspr)) continue;
}
if (r_voxels)
{
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && tiletovox[tilenum] >= 0 && voxmodels[tiletovox[tilenum]])
{
HWSprite hwsprite;
int num = tiletovox[tilenum];
if (hwsprite.ProcessVoxel(this, voxmodels[num], tspr, tspr->sectp, voxrotate[num]))
continue;
}
else if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLAB && tspr->picnum < MAXVOXELS && voxmodels[tilenum])
{
HWSprite hwsprite;
int num = tilenum;
hwsprite.ProcessVoxel(this, voxmodels[tspr->picnum], tspr, tspr->sectp, voxrotate[num]);
continue;
}
}
}
if (actor->sprext.renderflags & SPREXT_AWAY1)
{
tspr->add_int_x(bcos(tspr->int_ang(), -13));
tspr->add_int_y(bsin(tspr->int_ang(), -13));
}
else if (actor->sprext.renderflags & SPREXT_AWAY2)
{
tspr->add_int_x(-bcos(tspr->int_ang(), -13));
tspr->add_int_y(-bsin(tspr->int_ang(), -13));
}
switch (tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{
case CSTAT_SPRITE_ALIGNMENT_FACING:
{
HWSprite sprite;
sprite.Process(this, tspr, tspr->sectp, false);
break;
}
case CSTAT_SPRITE_ALIGNMENT_WALL:
{
HWWall wall;
wall.ProcessWallSprite(this, tspr, tspr->sectp);
break;
}
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
{
HWFlat flat;
flat.ProcessFlatSprite(this, tspr, tspr->sectp);
break;
}
default:
break;
}
}
}
//-----------------------------------------------------------------------------
//
// CreateScene
//
// creates the draw lists for the current scene
//
//-----------------------------------------------------------------------------
void HWDrawInfo::CreateScene(bool portal)
{
const auto& vp = Viewpoint;
angle_t a1 = FrustumAngle();
// reset the portal manager
portalState.StartFrame();
ProcessAll.Clock();
// clip the scene and fill the drawlists
screen->mVertexData->Map();
screen->mLights->Map();
tsprites.clear();
ingeo = false;
geoofs = { 0,0 };
vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
if(!portal) mClipper->SetVisibleRange(vp.RotAngle, a1);
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
if (vp.SectNums)
mDrawer.RenderScene(vp.SectNums, vp.SectCount, portal);
else
mDrawer.RenderScene(&vp.SectCount, 1, portal);
SetupSprite.Clock();
gi->processSprites(tsprites, view.X, view.Y, vp.Pos.Z * -256, bamang(vp.RotAngle), vp.TicFrac * 65536);
DispatchSprites();
SetupSprite.Unclock();
GeoEffect eff;
int effsect = vp.SectNums ? vp.SectNums[0] : vp.SectCount;
auto drawsectp = &sector[effsect];
auto orgdrawsectp = drawsectp;
// RR geometry hack. Ugh...
// This just adds to the existing render list, so we must offset the effect areas to the same xy-space as the main one as we cannot change the view matrix.
if (gi->GetGeoEffect(&eff, drawsectp))
{
ingeo = true;
geoofs = { (float)eff.geox[0], (float)eff.geoy[0] };
// process the first layer.
for (int i = 0; i < eff.geocnt; i++)
{
auto sect = eff.geosectorwarp[i];
for (auto w = 0; w < sect->wallnum; w++)
{
auto wal = sect->firstWall() + w;
wal->pos.X += eff.geox[i];
wal->pos.Y += eff.geoy[i];
}
sect->dirty = EDirty::AllDirty;
if (eff.geosector[i] == drawsectp) drawsectp = eff.geosectorwarp[i];
}
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
int drawsect = sectnum(drawsectp);
mDrawer.RenderScene(&drawsect, 1, false);
for (int i = 0; i < eff.geocnt; i++)
{
auto sect = eff.geosectorwarp[i];
for (auto w = 0; w < sect->wallnum; w++)
{
auto wal = sect->firstWall() + w;
wal->pos.X -= eff.geox[i];
wal->pos.Y -= eff.geoy[i];
}
}
// Now the second layer. Same shit, different arrays.
geoofs = { (float)eff.geox2[0], (float)eff.geoy2[0] };
for (int i = 0; i < eff.geocnt; i++)
{
auto sect = eff.geosectorwarp2[i];
for (auto w = 0; w < sect->wallnum; w++)
{
auto wal = sect->firstWall() + w;
wal->pos.X += eff.geox2[i];
wal->pos.Y += eff.geoy2[i];
}
sect->dirty = EDirty::AllDirty;
if (eff.geosector[i] == orgdrawsectp) drawsectp = eff.geosectorwarp2[i];
}
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
drawsect = sectnum(drawsectp);
mDrawer.RenderScene(&drawsect, 1, false);
for (int i = 0; i < eff.geocnt; i++)
{
auto sect = eff.geosectorwarp2[i];
for (auto w = 0; w < sect->wallnum; w++)
{
auto wal = sect->firstWall() + w;
wal->pos.X -= eff.geox2[i];
wal->pos.Y -= eff.geoy2[i];
}
}
ingeo = false;
}
screen->mLights->Unmap();
screen->mVertexData->Unmap();
ProcessAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderScene
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void HWDrawInfo::RenderScene(FRenderState &state)
{
RenderAll.Clock();
state.SetDepthMask(true);
state.EnableFog(true);
state.SetRenderStyle(STYLE_Source);
// Part 1: solid geometry. This is set up so that there are no transparent parts
state.SetDepthFunc(DF_Less);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.ClearDepthBias();
state.EnableTexture(gl_texture);
state.EnableBrightmap(true);
drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
// This list is masked, non-translucent walls.
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
// These lists must be drawn in two passes for color and depth to avoid depth fighting with overlapping entries
drawlists[GLDL_MASKEDFLATS].SortFlats(this);
drawlists[GLDL_MASKEDWALLSV].SortWallsHorz(this);
drawlists[GLDL_MASKEDWALLSH].SortWallsVert(this);
drawlists[GLDL_MASKEDWALLSD].SortWallsDiag(this);
// these lists are only wall and floor sprites - often attached to walls and floors - so they need to be offset from the plane they may be attached to.
drawlists[GLDL_MASKEDWALLSS].DrawWalls(this, state, false);
// Each list must draw both its passes before the next one to ensure proper depth buffer contents.
auto& list = drawlists[GLDL_MASKEDWALLSD].drawitems;
unsigned i = 0;
RenderWall.Clock();
while (i < list.Size())
{
unsigned j;
auto check = drawlists[GLDL_MASKEDWALLSD].walls[list[i].index]->walldist;
state.SetDepthMask(false);
for (j = i; j < list.Size() && drawlists[GLDL_MASKEDWALLSD].walls[list[j].index]->walldist == check; j++)
{
drawlists[GLDL_MASKEDWALLSD].walls[list[j].index]->DrawWall(this, state, false);
}
state.SetDepthMask(true);
for (unsigned k = i; k < j; k++)
{
drawlists[GLDL_MASKEDWALLSD].walls[list[k].index]->DrawWall(this, state, false);
}
i = j;
}
RenderWall.Unclock();
state.SetDepthMask(false);
drawlists[GLDL_MASKEDWALLSD].DrawWalls(this, state, false);
state.SetDepthMask(true);
state.SetColorMask(false);
drawlists[GLDL_MASKEDWALLSD].DrawWalls(this, state, false);
state.SetColorMask(true);
state.SetDepthMask(false);
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
state.SetDepthMask(true);
state.SetColorMask(false);
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
state.SetColorMask(true);
state.SetDepthMask(false);
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
state.SetDepthMask(true);
state.SetColorMask(false);
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
state.SetColorMask(true);
state.SetDepthBias(-1, -128);
drawlists[GLDL_MASKEDSLOPEFLATS].DrawFlats(this, state, false);
state.SetDepthMask(false);
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
state.SetDepthMask(true);
state.SetColorMask(false);
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
state.SetColorMask(true);
state.ClearDepthBias();
drawlists[GLDL_MODELS].Draw(this, state, false);
state.SetRenderStyle(STYLE_Translucent);
state.SetDepthFunc(DF_LEqual);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
//-----------------------------------------------------------------------------
void HWDrawInfo::RenderTranslucent(FRenderState &state)
{
RenderAll.Clock();
state.SetDepthBias(-1, -160);
// final pass: translucent stuff
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
state.SetRenderStyle(STYLE_Translucent);
state.EnableBrightmap(true);
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
state.SetDepthMask(false);
drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
state.EnableBrightmap(false);
state.ClearDepthBias();
state.AlphaFunc(Alpha_GEqual, 0.5f);
state.SetDepthMask(true);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
//-----------------------------------------------------------------------------
void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
{
auto gp = static_cast<HWPortal *>(p);
gp->SetupStencil(this, state, usestencil);
auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
new_di->visibility = visibility;
new_di->rellight = rellight;
new_di->mCurrentPortal = gp;
state.SetLightIndex(-1);
gp->DrawContents(new_di, state);
new_di->EndDrawInfo();
state.SetVertexBuffer(screen->mVertexData);
screen->mViewpoints->Bind(state, vpIndex);
gp->RemoveStencil(this, state, usestencil);
}
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void HWDrawInfo::EndDrawScene(FRenderState &state)
{
state.EnableFog(false);
#if 0
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
if (renderHUDModel)
{
// [BB] The HUD model should be drawn over everything else already drawn.
state.Clear(CT_Depth);
DrawPlayerSprites(true, state);
}
#endif
state.EnableStencil(false);
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
// Restore standard rendering state
state.SetRenderStyle(STYLE_Translucent);
state.ResetColor();
state.EnableTexture(true);
state.SetScissor(0, 0, -1, -1);
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void HWDrawInfo::Set3DViewport(FRenderState &state)
{
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
state.SetScissor(0, 0, -1, -1);
state.Clear(CT_Color | CT_Depth | CT_Stencil);
const auto &bounds = screen->mSceneViewport;
state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
state.EnableMultisampling(true);
state.EnableDepthTest(true);
state.EnableStencil(true);
state.SetStencil(0, SOP_Keep, SF_AllOn);
}
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// It is assumed that the HWPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
//-----------------------------------------------------------------------------
void HWDrawInfo::DrawScene(int drawmode, bool portal)
{
static int recursion = 0;
static int ssao_portals_available = 0;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = (mCurrentPortal->AllowSSAO()/* || Level->flags3&LEVEL3_SKYBOXAO*/);
ssao_portals_available--;
}
CreateScene(portal);
auto& RenderState = *screen->RenderState();
RenderState.SetDepthMask(true);
if (!gl_no_skyclear) portalState.RenderFirstSkyPortal(recursion, this, RenderState);
RenderScene(RenderState);
if (applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
{
screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
screen->mViewpoints->Bind(RenderState, vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
portalState.EndFrame(this, RenderState);
recursion--;
RenderTranslucent(RenderState);
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture
//
//-----------------------------------------------------------------------------
void HWDrawInfo::ProcessScene(bool toscreen)
{
portalState.BeginScene();
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, false);
if (toscreen && isBlood())
{
gotsector = mDrawer.GotSector(); // Blood needs this to implement some lighting effect hacks. Needs to be refactored to use better info.
}
}