2017-01-03 06:17:54 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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2016-12-30 05:08:47 +00:00
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "d_net.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "r_portal.h"
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "r_data/r_translate.h"
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#include "p_3dmidtex.h"
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#include "r_data/r_interpolate.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "p_effect.h"
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#include "st_start.h"
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "p_setup.h"
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#include "version.h"
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#include "r_utility.h"
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#include "r_3dfloors.h"
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2016-12-31 13:45:41 +00:00
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/plane/r_visibleplane.h"
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2017-01-11 14:41:42 +00:00
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#include "swrenderer/things/r_visiblesprite.h"
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2017-01-11 19:42:39 +00:00
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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2016-12-30 05:08:47 +00:00
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#include "swrenderer/r_main.h"
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#include "swrenderer/r_memory.h"
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CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
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CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
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CVAR(Bool, r_skyboxes, true, 0)
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// Avoid infinite recursion with stacked sectors by limiting them.
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#define MAX_SKYBOX_PLANES 1000
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namespace swrenderer
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{
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2017-01-05 03:55:26 +00:00
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RenderPortal *RenderPortal::Instance()
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2016-12-30 05:08:47 +00:00
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{
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2017-01-05 03:55:26 +00:00
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static RenderPortal renderportal;
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return &renderportal;
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2016-12-30 05:08:47 +00:00
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}
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// Draws any recorded sky boxes and then frees them.
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//
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// The process:
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// 1. Move the camera to coincide with the SkyViewpoint.
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// 2. Clear out the old planes. (They have already been drawn.)
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// 3. Clear a window out of the ClipSegs just large enough for the plane.
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// 4. Pretend the existing vissprites and drawsegs aren't there.
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// 5. Create a drawseg at 0 distance to clip sprites to the visplane. It
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// doesn't need to be associated with a line in the map, since there
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// will never be any sprites in front of it.
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// 6. Render the BSP, then planes, then masked stuff.
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// 7. Restore the previous vissprites and drawsegs.
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// 8. Repeat for any other sky boxes.
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// 9. Put the camera back where it was to begin with.
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//
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2017-01-05 03:55:26 +00:00
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void RenderPortal::RenderPlanePortals()
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2016-12-30 05:08:47 +00:00
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{
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numskyboxes = 0;
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2017-01-11 22:08:24 +00:00
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VisiblePlaneList *planes = VisiblePlaneList::Instance();
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if (planes->visplanes[VisiblePlaneList::MAXVISPLANES] == nullptr)
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2016-12-30 05:08:47 +00:00
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return;
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2017-01-04 17:54:14 +00:00
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Clip3DFloors::Instance()->EnterSkybox();
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2016-12-30 05:08:47 +00:00
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CurrentPortalInSkybox = true;
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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2017-01-11 18:33:02 +00:00
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ptrdiff_t savedvissprite_p = VisibleSpriteList::vissprite_p - VisibleSpriteList::vissprites;
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2016-12-30 05:08:47 +00:00
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ptrdiff_t savedds_p = ds_p - drawsegs;
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size_t savedinteresting = FirstInterestingDrawseg;
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double savedvisibility = R_GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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int i;
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visplane_t *pl;
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2017-01-11 22:08:24 +00:00
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for (pl = planes->visplanes[VisiblePlaneList::MAXVISPLANES]; pl != nullptr; pl = planes->visplanes[VisiblePlaneList::MAXVISPLANES])
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2016-12-30 05:08:47 +00:00
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{
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// Pop the visplane off the list now so that if this skybox adds more
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// skyboxes to the list, they will be drawn instead of skipped (because
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// new skyboxes go to the beginning of the list instead of the end).
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2017-01-11 22:08:24 +00:00
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planes->visplanes[VisiblePlaneList::MAXVISPLANES] = pl->next;
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2016-12-30 05:08:47 +00:00
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pl->next = nullptr;
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if (pl->right < pl->left || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES || pl->portal == nullptr)
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{
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2017-01-11 22:08:24 +00:00
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pl->Render(OPAQUE, false, false);
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*planes->freehead = pl;
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planes->freehead = &pl->next;
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2016-12-30 05:08:47 +00:00
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continue;
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}
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numskyboxes++;
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FSectorPortal *port = pl->portal;
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switch (port->mType)
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{
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case PORTS_SKYVIEWPOINT:
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{
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// Don't let gun flashes brighten the sky box
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ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(port->mSkybox);
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extralight = 0;
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R_SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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2017-01-05 03:55:26 +00:00
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CopyStackedViewParameters();
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2016-12-30 05:08:47 +00:00
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break;
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}
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case PORTS_STACKEDSECTORTHING:
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case PORTS_PORTAL:
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case PORTS_LINKEDPORTAL:
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extralight = pl->extralight;
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R_SetVisibility(pl->visibility);
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ViewPos.X = pl->viewpos.X + port->mDisplacement.X;
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ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y;
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ViewPos.Z = pl->viewpos.Z;
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ViewAngle = pl->viewangle;
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break;
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case PORTS_HORIZON:
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case PORTS_PLANE:
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// not implemented yet
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default:
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2017-01-11 22:08:24 +00:00
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pl->Render(OPAQUE, false, false);
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*planes->freehead = pl;
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planes->freehead = &pl->next;
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2016-12-30 05:08:47 +00:00
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numskyboxes--;
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continue;
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}
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port->mFlags |= PORTSF_INSKYBOX;
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if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags |= PORTSF_INSKYBOX;
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camera = nullptr;
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viewsector = port->mDestination;
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assert(viewsector != nullptr);
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R_SetViewAngle();
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validcount++; // Make sure we see all sprites
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2017-01-11 22:08:24 +00:00
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planes->Clear(false);
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2016-12-30 05:08:47 +00:00
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R_ClearClipSegs(pl->left, pl->right);
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WindowLeft = pl->left;
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WindowRight = pl->right;
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2017-01-11 19:42:39 +00:00
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auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
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auto floorclip = RenderOpaquePass::Instance()->floorclip;
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2016-12-30 05:08:47 +00:00
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for (i = pl->left; i < pl->right; i++)
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{
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if (pl->top[i] == 0x7fff)
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{
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ceilingclip[i] = viewheight;
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floorclip[i] = -1;
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}
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else
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{
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ceilingclip[i] = pl->top[i];
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floorclip[i] = pl->bottom[i];
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}
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}
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// Create a drawseg to clip sprites to the sky plane
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drawseg_t *draw_segment = R_AddDrawSegment();
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draw_segment->CurrentPortalUniq = CurrentPortalUniq;
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draw_segment->siz1 = INT_MAX;
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draw_segment->siz2 = INT_MAX;
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draw_segment->sz1 = 0;
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draw_segment->sz2 = 0;
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draw_segment->x1 = pl->left;
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draw_segment->x2 = pl->right;
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draw_segment->silhouette = SIL_BOTH;
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draw_segment->sprbottomclip = R_NewOpening(pl->right - pl->left);
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draw_segment->sprtopclip = R_NewOpening(pl->right - pl->left);
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draw_segment->maskedtexturecol = ds_p->swall = -1;
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draw_segment->bFogBoundary = false;
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draw_segment->curline = nullptr;
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draw_segment->fake = 0;
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memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
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memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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2017-01-11 18:33:02 +00:00
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprite_p;
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2016-12-30 05:08:47 +00:00
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firstdrawseg = draw_segment;
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FirstInterestingDrawseg = InterestingDrawsegs.Size();
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interestingStack.Push(FirstInterestingDrawseg);
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ptrdiff_t diffnum = firstdrawseg - drawsegs;
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drawsegStack.Push(diffnum);
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2017-01-11 18:33:02 +00:00
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diffnum = VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites;
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2016-12-30 05:08:47 +00:00
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visspriteStack.Push(diffnum);
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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2017-01-11 19:42:39 +00:00
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RenderOpaquePass::Instance()->RenderScene();
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2017-01-04 17:54:14 +00:00
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Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
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2017-01-11 22:08:24 +00:00
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planes->Render();
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2016-12-30 05:08:47 +00:00
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port->mFlags &= ~PORTSF_INSKYBOX;
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if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags &= ~PORTSF_INSKYBOX;
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}
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// Draw all the masked textures in a second pass, in the reverse order they
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// were added. This must be done separately from the previous step for the
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// sake of nested skyboxes.
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while (interestingStack.Pop(FirstInterestingDrawseg))
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{
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ptrdiff_t pd = 0;
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drawsegStack.Pop(pd);
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firstdrawseg = drawsegs + pd;
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visspriteStack.Pop(pd);
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2017-01-11 18:33:02 +00:00
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites + pd;
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2016-12-30 05:08:47 +00:00
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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2017-01-11 19:42:39 +00:00
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RenderTranslucentPass::Render();
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2016-12-30 05:08:47 +00:00
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ds_p = firstdrawseg;
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2017-01-11 18:33:02 +00:00
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VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
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2016-12-30 05:08:47 +00:00
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visplaneStack.Pop(pl);
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if (pl->Alpha > 0 && pl->picnum != skyflatnum)
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{
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2017-01-11 22:08:24 +00:00
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pl->Render(pl->Alpha, pl->Additive, true);
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2016-12-30 05:08:47 +00:00
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}
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2017-01-11 22:08:24 +00:00
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*planes->freehead = pl;
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planes->freehead = &pl->next;
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2016-12-30 05:08:47 +00:00
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}
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2017-01-11 18:33:02 +00:00
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites;
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VisibleSpriteList::vissprite_p = VisibleSpriteList::vissprites + savedvissprite_p;
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2016-12-30 05:08:47 +00:00
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firstdrawseg = drawsegs;
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ds_p = drawsegs + savedds_p;
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InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg);
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FirstInterestingDrawseg = savedinteresting;
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camera = savedcamera;
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viewsector = savedsector;
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ViewPos = savedpos;
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R_SetVisibility(savedvisibility);
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extralight = savedextralight;
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ViewAngle = savedangle;
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R_SetViewAngle();
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CurrentPortalInSkybox = false;
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2017-01-04 17:54:14 +00:00
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Clip3DFloors::Instance()->LeaveSkybox();
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2016-12-30 05:08:47 +00:00
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2017-01-04 17:54:14 +00:00
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if (Clip3DFloors::Instance()->fakeActive) return;
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2016-12-30 05:08:47 +00:00
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2017-01-11 22:08:24 +00:00
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for (*planes->freehead = planes->visplanes[VisiblePlaneList::MAXVISPLANES], planes->visplanes[VisiblePlaneList::MAXVISPLANES] = nullptr; *planes->freehead; )
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planes->freehead = &(*planes->freehead)->next;
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2016-12-30 05:08:47 +00:00
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}
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2017-01-05 03:55:26 +00:00
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void RenderPortal::RenderLinePortals()
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2016-12-30 05:08:47 +00:00
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{
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// [RH] Walk through mirrors
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// [ZZ] Merged with portals
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size_t lastportal = WallPortals.Size();
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for (unsigned int i = 0; i < lastportal; i++)
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{
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2017-01-05 03:55:26 +00:00
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RenderLinePortal(&WallPortals[i], 0);
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2016-12-30 05:08:47 +00:00
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}
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CurrentPortal = nullptr;
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CurrentPortalUniq = 0;
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}
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2017-01-05 03:55:26 +00:00
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void RenderPortal::RenderLinePortal(PortalDrawseg* pds, int depth)
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2016-12-30 05:08:47 +00:00
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{
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// [ZZ] check depth. fill portal with black if it's exceeding the visual recursion limit, and continue like nothing happened.
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if (depth >= r_portal_recursions)
|
|
|
|
{
|
|
|
|
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 0, 0, 0, 0, 255);
|
|
|
|
int spacing = RenderTarget->GetPitch();
|
|
|
|
for (int x = pds->x1; x < pds->x2; x++)
|
|
|
|
{
|
|
|
|
if (x < 0 || x >= RenderTarget->GetWidth())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
int Ytop = pds->ceilingclip[x - pds->x1];
|
|
|
|
int Ybottom = pds->floorclip[x - pds->x1];
|
|
|
|
|
|
|
|
if (r_swtruecolor)
|
|
|
|
{
|
|
|
|
uint32_t *dest = (uint32_t*)RenderTarget->GetBuffer() + x + Ytop * spacing;
|
|
|
|
|
|
|
|
uint32_t c = GPalette.BaseColors[color].d;
|
|
|
|
for (int y = Ytop; y <= Ybottom; y++)
|
|
|
|
{
|
|
|
|
*dest = c;
|
|
|
|
dest += spacing;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BYTE *dest = RenderTarget->GetBuffer() + x + Ytop * spacing;
|
|
|
|
|
|
|
|
for (int y = Ytop; y <= Ybottom; y++)
|
|
|
|
{
|
|
|
|
*dest = color;
|
|
|
|
dest += spacing;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (r_highlight_portals)
|
2017-01-05 03:55:26 +00:00
|
|
|
RenderLinePortalHighlight(pds);
|
2016-12-30 05:08:47 +00:00
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
DAngle startang = ViewAngle;
|
|
|
|
DVector3 startpos = ViewPos;
|
|
|
|
DVector3 savedpath[2] = { ViewPath[0], ViewPath[1] };
|
|
|
|
ActorRenderFlags savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
|
|
|
|
|
|
|
|
CurrentPortalUniq++;
|
|
|
|
|
|
|
|
unsigned int portalsAtStart = WallPortals.Size();
|
|
|
|
|
|
|
|
if (pds->mirror)
|
|
|
|
{
|
|
|
|
//vertex_t *v1 = ds->curline->v1;
|
|
|
|
vertex_t *v1 = pds->src->v1;
|
|
|
|
|
|
|
|
// Reflect the current view behind the mirror.
|
|
|
|
if (pds->src->Delta().X == 0)
|
|
|
|
{ // vertical mirror
|
|
|
|
ViewPos.X = v1->fX() - startpos.X + v1->fX();
|
|
|
|
}
|
|
|
|
else if (pds->src->Delta().Y == 0)
|
|
|
|
{ // horizontal mirror
|
|
|
|
ViewPos.Y = v1->fY() - startpos.Y + v1->fY();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // any mirror
|
|
|
|
vertex_t *v2 = pds->src->v2;
|
|
|
|
|
|
|
|
double dx = v2->fX() - v1->fX();
|
|
|
|
double dy = v2->fY() - v1->fY();
|
|
|
|
double x1 = v1->fX();
|
|
|
|
double y1 = v1->fY();
|
|
|
|
double x = startpos.X;
|
|
|
|
double y = startpos.Y;
|
|
|
|
|
|
|
|
// the above two cases catch len == 0
|
|
|
|
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
|
|
|
|
|
|
|
|
ViewPos.X = (x1 + r * dx) * 2 - x;
|
|
|
|
ViewPos.Y = (y1 + r * dy) * 2 - y;
|
|
|
|
}
|
|
|
|
ViewAngle = pds->src->Delta().Angle() * 2 - startang;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_TranslatePortalXY(pds->src, ViewPos.X, ViewPos.Y);
|
|
|
|
P_TranslatePortalZ(pds->src, ViewPos.Z);
|
|
|
|
P_TranslatePortalAngle(pds->src, ViewAngle);
|
|
|
|
P_TranslatePortalXY(pds->src, ViewPath[0].X, ViewPath[0].Y);
|
|
|
|
P_TranslatePortalXY(pds->src, ViewPath[1].X, ViewPath[1].Y);
|
|
|
|
|
|
|
|
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], pds->dst) != P_PointOnLineSidePrecise(ViewPath[1], pds->dst))
|
|
|
|
{
|
|
|
|
double distp = (ViewPath[0] - ViewPath[1]).Length();
|
|
|
|
if (distp > EQUAL_EPSILON)
|
|
|
|
{
|
|
|
|
double dist1 = (ViewPos - ViewPath[0]).Length();
|
|
|
|
double dist2 = (ViewPos - ViewPath[1]).Length();
|
|
|
|
|
|
|
|
if (dist1 + dist2 < distp + 1)
|
|
|
|
{
|
|
|
|
camera->renderflags |= RF_INVISIBLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ViewSin = ViewAngle.Sin();
|
|
|
|
ViewCos = ViewAngle.Cos();
|
|
|
|
|
|
|
|
ViewTanSin = FocalTangent * ViewSin;
|
|
|
|
ViewTanCos = FocalTangent * ViewCos;
|
|
|
|
|
2017-01-05 03:55:26 +00:00
|
|
|
CopyStackedViewParameters();
|
2016-12-30 05:08:47 +00:00
|
|
|
|
|
|
|
validcount++;
|
|
|
|
PortalDrawseg* prevpds = CurrentPortal;
|
|
|
|
CurrentPortal = pds;
|
|
|
|
|
2017-01-11 22:08:24 +00:00
|
|
|
VisiblePlaneList::Instance()->Clear(false);
|
2016-12-30 05:08:47 +00:00
|
|
|
R_ClearClipSegs(pds->x1, pds->x2);
|
|
|
|
|
|
|
|
WindowLeft = pds->x1;
|
|
|
|
WindowRight = pds->x2;
|
|
|
|
|
|
|
|
// RF_XFLIP should be removed before calling the root function
|
|
|
|
int prevmf = MirrorFlags;
|
|
|
|
if (pds->mirror)
|
|
|
|
{
|
|
|
|
if (MirrorFlags & RF_XFLIP)
|
|
|
|
MirrorFlags &= ~RF_XFLIP;
|
|
|
|
else MirrorFlags |= RF_XFLIP;
|
|
|
|
}
|
|
|
|
|
|
|
|
// some portals have height differences, account for this here
|
2017-01-04 17:54:14 +00:00
|
|
|
Clip3DFloors::Instance()->EnterSkybox(); // push 3D floor height map
|
2016-12-30 05:08:47 +00:00
|
|
|
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
|
|
|
|
|
2017-01-04 14:39:47 +00:00
|
|
|
// first pass, set clipping
|
2017-01-11 19:42:39 +00:00
|
|
|
auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
|
|
|
|
auto floorclip = RenderOpaquePass::Instance()->floorclip;
|
2016-12-30 05:08:47 +00:00
|
|
|
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
|
|
|
|
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
|
|
|
|
|
2017-01-11 19:42:39 +00:00
|
|
|
RenderOpaquePass::Instance()->RenderScene();
|
2017-01-04 17:54:14 +00:00
|
|
|
Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
|
2016-12-30 05:08:47 +00:00
|
|
|
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
|
|
|
|
|
|
|
|
PlaneCycles.Clock();
|
2017-01-11 22:08:24 +00:00
|
|
|
VisiblePlaneList::Instance()->Render();
|
2017-01-05 03:55:26 +00:00
|
|
|
RenderPlanePortals();
|
2016-12-30 05:08:47 +00:00
|
|
|
PlaneCycles.Unclock();
|
|
|
|
|
|
|
|
double vzp = ViewPos.Z;
|
|
|
|
|
|
|
|
int prevuniq = CurrentPortalUniq;
|
|
|
|
// depth check is in another place right now
|
|
|
|
unsigned int portalsAtEnd = WallPortals.Size();
|
|
|
|
for (; portalsAtStart < portalsAtEnd; portalsAtStart++)
|
|
|
|
{
|
2017-01-05 03:55:26 +00:00
|
|
|
RenderLinePortal(&WallPortals[portalsAtStart], depth + 1);
|
2016-12-30 05:08:47 +00:00
|
|
|
}
|
|
|
|
int prevuniq2 = CurrentPortalUniq;
|
|
|
|
CurrentPortalUniq = prevuniq;
|
|
|
|
|
|
|
|
NetUpdate();
|
|
|
|
|
|
|
|
MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
|
2017-01-11 19:42:39 +00:00
|
|
|
RenderTranslucentPass::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
|
2016-12-30 05:08:47 +00:00
|
|
|
MaskedCycles.Unclock();
|
|
|
|
|
|
|
|
NetUpdate();
|
|
|
|
|
2017-01-04 17:54:14 +00:00
|
|
|
Clip3DFloors::Instance()->LeaveSkybox(); // pop 3D floor height map
|
2016-12-30 05:08:47 +00:00
|
|
|
CurrentPortalUniq = prevuniq2;
|
|
|
|
|
|
|
|
// draw a red line around a portal if it's being highlighted
|
|
|
|
if (r_highlight_portals)
|
2017-01-05 03:55:26 +00:00
|
|
|
RenderLinePortalHighlight(pds);
|
2016-12-30 05:08:47 +00:00
|
|
|
|
|
|
|
CurrentPortal = prevpds;
|
|
|
|
MirrorFlags = prevmf;
|
|
|
|
ViewAngle = startang;
|
|
|
|
ViewPos = startpos;
|
|
|
|
ViewPath[0] = savedpath[0];
|
|
|
|
ViewPath[1] = savedpath[1];
|
|
|
|
}
|
|
|
|
|
2017-01-05 03:55:26 +00:00
|
|
|
void RenderPortal::RenderLinePortalHighlight(PortalDrawseg* pds)
|
2016-12-30 05:08:47 +00:00
|
|
|
{
|
|
|
|
// [ZZ] NO OVERFLOW CHECKS HERE
|
|
|
|
// I believe it won't break. if it does, blame me. :(
|
|
|
|
|
|
|
|
if (r_swtruecolor) // Assuming this is just a debug function
|
|
|
|
return;
|
|
|
|
|
|
|
|
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 255, 0, 0, 0, 255);
|
|
|
|
|
|
|
|
BYTE* pixels = RenderTarget->GetBuffer();
|
|
|
|
// top edge
|
|
|
|
for (int x = pds->x1; x < pds->x2; x++)
|
|
|
|
{
|
|
|
|
if (x < 0 || x >= RenderTarget->GetWidth())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
int p = x - pds->x1;
|
|
|
|
int Ytop = pds->ceilingclip[p];
|
|
|
|
int Ybottom = pds->floorclip[p];
|
|
|
|
|
|
|
|
if (x == pds->x1 || x == pds->x2 - 1)
|
|
|
|
{
|
|
|
|
RenderTarget->DrawLine(x, Ytop, x, Ybottom + 1, color, 0);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
int YtopPrev = pds->ceilingclip[p - 1];
|
|
|
|
int YbottomPrev = pds->floorclip[p - 1];
|
|
|
|
|
|
|
|
if (abs(Ytop - YtopPrev) > 1)
|
|
|
|
RenderTarget->DrawLine(x, YtopPrev, x, Ytop, color, 0);
|
|
|
|
else *(pixels + Ytop * RenderTarget->GetPitch() + x) = color;
|
|
|
|
|
|
|
|
if (abs(Ybottom - YbottomPrev) > 1)
|
|
|
|
RenderTarget->DrawLine(x, YbottomPrev, x, Ybottom, color, 0);
|
|
|
|
else *(pixels + Ybottom * RenderTarget->GetPitch() + x) = color;
|
|
|
|
}
|
|
|
|
}
|
2017-01-05 03:55:26 +00:00
|
|
|
|
|
|
|
void RenderPortal::CopyStackedViewParameters()
|
|
|
|
{
|
|
|
|
stacked_viewpos = ViewPos;
|
|
|
|
stacked_angle = ViewAngle;
|
|
|
|
stacked_extralight = extralight;
|
|
|
|
stacked_visibility = R_GetVisibility();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderPortal::SetMainPortal()
|
|
|
|
{
|
|
|
|
WindowLeft = 0;
|
|
|
|
WindowRight = viewwidth;
|
|
|
|
MirrorFlags = 0;
|
|
|
|
CurrentPortal = nullptr;
|
|
|
|
CurrentPortalUniq = 0;
|
|
|
|
}
|
2016-12-30 05:08:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ADD_STAT(skyboxes)
|
|
|
|
{
|
|
|
|
FString out;
|
2017-01-05 03:55:26 +00:00
|
|
|
out.Format("%d skybox planes", swrenderer::RenderPortal::Instance()->numskyboxes);
|
2016-12-30 05:08:47 +00:00
|
|
|
return out;
|
|
|
|
}
|