- most of gl_bsp.cpp moved to HWDrawInfo.

Only the vertex buffer update check needs to be done yet.
This commit is contained in:
Christoph Oelckers 2018-05-22 00:27:39 +02:00
parent df0b1e8dae
commit 226e8f84da
14 changed files with 113 additions and 116 deletions

View File

@ -85,7 +85,6 @@ extern bool NoInterpolateView;
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
mClipPortal = nullptr;
mCurrentPortal = nullptr;
mMirrorCount = 0;
mPlaneMirrorCount = 0;

View File

@ -87,7 +87,7 @@ class FGLRenderer
public:
OpenGLFrameBuffer *framebuffer;
GLPortal *mClipPortal;
//GLPortal *mClipPortal;
GLPortal *mCurrentPortal;
int mMirrorCount;
int mPlaneMirrorCount;

View File

@ -31,10 +31,13 @@
#include "g_levellocals.h"
#include "p_effect.h"
#include "po_man.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_clock.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_scenedrawer.h"
EXTERN_CVAR(Bool, gl_render_segs)
@ -42,11 +45,11 @@ CVAR(Bool, gl_render_things, true, 0)
CVAR(Bool, gl_render_walls, true, 0)
CVAR(Bool, gl_render_flats, true, 0)
void GLSceneDrawer::UnclipSubsector(subsector_t *sub)
void HWDrawInfo::UnclipSubsector(subsector_t *sub)
{
int count = sub->numlines;
seg_t * seg = sub->firstline;
auto &clipper = *gl_drawinfo->mClipper;
auto &clipper = *mClipper;
while (count--)
{
@ -71,7 +74,7 @@ void GLSceneDrawer::UnclipSubsector(subsector_t *sub)
//
//==========================================================================
void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
void HWDrawInfo::AddLine (seg_t *seg, bool portalclip)
{
#ifdef _DEBUG
if (seg->linedef->Index() == 38)
@ -80,16 +83,16 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
}
#endif
sector_t * backsector = NULL;
sector_t * backsector = nullptr;
sector_t bs;
if (portalclip)
{
int clipres = GLRenderer->mClipPortal->ClipSeg(seg);
int clipres = mClipPortal->ClipSeg(seg);
if (clipres == PClip_InFront) return;
}
auto &clipper = *gl_drawinfo->mClipper;
auto &clipper = *mClipper;
angle_t startAngle = clipper.GetClipAngle(seg->v2);
angle_t endAngle = clipper.GetClipAngle(seg->v1);
@ -99,7 +102,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
return;
}
if (seg->sidedef == NULL)
if (seg->sidedef == nullptr)
{
if (!(currentsubsector->flags & SSECMF_DRAWN))
{
@ -142,9 +145,9 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
else
{
// clipping checks are only needed when the backsector is not the same as the front sector
if (gl_drawinfo->in_area == area_default) gl_drawinfo->in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
if (in_area == area_default) in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
backsector = hw_FakeFlat(seg->backsector, &bs, gl_drawinfo->in_area, true);
backsector = hw_FakeFlat(seg->backsector, &bs, in_area, true);
if (hw_CheckClip(seg->sidedef, currentsector, backsector))
{
@ -170,7 +173,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
GLWall wall;
wall.sub = currentsubsector;
wall.Process(gl_drawinfo, seg, currentsector, backsector);
wall.Process(this, seg, currentsector, backsector);
rendered_lines++;
SetupWall.Unclock();
@ -187,7 +190,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
//
//==========================================================================
void GLSceneDrawer::PolySubsector(subsector_t * sub)
void HWDrawInfo::PolySubsector(subsector_t * sub)
{
int count = sub->numlines;
seg_t * line = sub->firstline;
@ -196,7 +199,7 @@ void GLSceneDrawer::PolySubsector(subsector_t * sub)
{
if (line->linedef)
{
AddLine (line, GLRenderer->mClipPortal != NULL);
AddLine (line, mClipPortal != nullptr);
}
line++;
}
@ -211,7 +214,7 @@ void GLSceneDrawer::PolySubsector(subsector_t * sub)
//
//==========================================================================
void GLSceneDrawer::RenderPolyBSPNode (void *node)
void HWDrawInfo::RenderPolyBSPNode (void *node)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
@ -227,7 +230,7 @@ void GLSceneDrawer::RenderPolyBSPNode (void *node)
side ^= 1;
// It is not necessary to use the slower precise version here
if (!gl_drawinfo->mClipper->CheckBox(bsp->bbox[side]))
if (!mClipper->CheckBox(bsp->bbox[side]))
{
return;
}
@ -244,15 +247,15 @@ void GLSceneDrawer::RenderPolyBSPNode (void *node)
//
//==========================================================================
void GLSceneDrawer::AddPolyobjs(subsector_t *sub)
void HWDrawInfo::AddPolyobjs(subsector_t *sub)
{
if (sub->BSP == NULL || sub->BSP->bDirty)
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
for (unsigned i = 0; i < sub->BSP->Segs.Size(); i++)
{
sub->BSP->Segs[i].Subsector = sub;
sub->BSP->Segs[i].PartnerSeg = NULL;
sub->BSP->Segs[i].PartnerSeg = nullptr;
}
}
if (sub->BSP->Nodes.Size() == 0)
@ -272,13 +275,13 @@ void GLSceneDrawer::AddPolyobjs(subsector_t *sub)
//
//==========================================================================
void GLSceneDrawer::AddLines(subsector_t * sub, sector_t * sector)
void HWDrawInfo::AddLines(subsector_t * sub, sector_t * sector)
{
currentsector = sector;
currentsubsector = sub;
ClipWall.Clock();
if (sub->polys != NULL)
if (sub->polys != nullptr)
{
AddPolyobjs(sub);
}
@ -289,13 +292,13 @@ void GLSceneDrawer::AddLines(subsector_t * sub, sector_t * sector)
while (count--)
{
if (seg->linedef == NULL)
if (seg->linedef == nullptr)
{
if (!(sub->flags & SSECMF_DRAWN)) AddLine (seg, GLRenderer->mClipPortal != NULL);
if (!(sub->flags & SSECMF_DRAWN)) AddLine (seg, mClipPortal != nullptr);
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
AddLine (seg, GLRenderer->mClipPortal != NULL);
AddLine (seg, mClipPortal != nullptr);
}
seg++;
}
@ -316,7 +319,7 @@ inline bool PointOnLine(const DVector2 &pos, const line_t *line)
return fabs(v) <= EQUAL_EPSILON;
}
void GLSceneDrawer::AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line)
void HWDrawInfo::AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line)
{
currentsector = sector;
currentsubsector = sub;
@ -327,7 +330,7 @@ void GLSceneDrawer::AddSpecialPortalLines(subsector_t * sub, sector_t * sector,
while (count--)
{
if (seg->linedef != NULL && seg->PartnerSeg != NULL)
if (seg->linedef != nullptr && seg->PartnerSeg != nullptr)
{
if (PointOnLine(seg->v1->fPos(), line) && PointOnLine(seg->v2->fPos(), line))
AddLine(seg, false);
@ -344,7 +347,7 @@ void GLSceneDrawer::AddSpecialPortalLines(subsector_t * sub, sector_t * sector,
//
//==========================================================================
void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
{
SetupSprite.Clock();
sector_t * sec=sub->sector;
@ -356,7 +359,7 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
thing->validcount = validcount;
FIntCVar *cvar = thing->GetInfo()->distancecheck;
if (cvar != NULL && *cvar >= 0)
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
@ -366,10 +369,10 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
}
}
// If this thing is in a map section that's not in view it can't possibly be visible
if (gl_drawinfo->CurrentMapSections[thing->subsector->mapsection])
if (CurrentMapSections[thing->subsector->mapsection])
{
GLSprite sprite;
sprite.Process(gl_drawinfo, thing, sector, gl_drawinfo->in_area, false);
sprite.Process(this, thing, sector, in_area, false);
}
}
@ -377,7 +380,7 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
{
AActor *thing = node->m_thing;
FIntCVar *cvar = thing->GetInfo()->distancecheck;
if (cvar != NULL && *cvar >= 0)
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - r_viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
@ -388,7 +391,7 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
}
GLSprite sprite;
sprite.Process(gl_drawinfo, thing, sector, gl_drawinfo->in_area, true);
sprite.Process(this, thing, sector, in_area, true);
}
SetupSprite.Unclock();
}
@ -403,7 +406,7 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
//
//==========================================================================
void GLSceneDrawer::DoSubsector(subsector_t * sub)
void HWDrawInfo::DoSubsector(subsector_t * sub)
{
unsigned int i;
sector_t * sector;
@ -421,26 +424,26 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
if (!sector) return;
// If the mapsections differ this subsector can't possibly be visible from the current view point
if (!gl_drawinfo->CurrentMapSections[sub->mapsection]) return;
if (!CurrentMapSections[sub->mapsection]) return;
if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect.
if (gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN)
if (ss_renderflags[sub->Index()] & SSRF_SEEN)
{
// This means that we have reached a subsector in a portal that has been marked 'seen'
// from the other side of the portal. This means we must clear the clipper for the
// range this subsector spans before going on.
UnclipSubsector(sub);
}
if (gl_drawinfo->mClipper->IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
if (mClipper->IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
fakesector=hw_FakeFlat(sector, &fake, gl_drawinfo->in_area, false);
fakesector=hw_FakeFlat(sector, &fake, in_area, false);
if (GLRenderer->mClipPortal)
if (mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipSubsector(sub);
int clipres = mClipPortal->ClipSubsector(sub);
if (clipres == PClip_InFront)
{
line_t *line = GLRenderer->mClipPortal->ClipLine();
line_t *line = mClipPortal->ClipLine();
// The subsector is out of range, but we still have to check lines that lie directly on the boundary and may expose their upper or lower parts.
if (line) AddSpecialPortalLines(sub, fakesector, line);
return;
@ -460,14 +463,14 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
for (i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
{
if (GLRenderer->mClipPortal)
if (mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(Particles[i].Pos);
int clipres = mClipPortal->ClipPoint(Particles[i].Pos);
if (clipres == PClip_InFront) continue;
}
GLSprite sprite;
sprite.ProcessParticle(gl_drawinfo, &Particles[i], fakesector);
sprite.ProcessParticle(this, &Particles[i], fakesector);
}
SetupSprite.Unclock();
}
@ -499,45 +502,43 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
// but undetermined heightsec state. This can only happen if the
// subsector is obstructed but not excluded due to a large bounding box.
// Due to the way a BSP works such a subsector can never be visible
if (!sector->GetHeightSec() || gl_drawinfo->in_area!=area_default)
if (!sector->GetHeightSec() || in_area!=area_default)
{
if (sector != sub->render_sector)
{
sector = sub->render_sector;
// the planes of this subsector are faked to belong to another sector
// This means we need the heightsec parts and light info of the render sector, not the actual one.
fakesector = hw_FakeFlat(sector, &fake, gl_drawinfo->in_area, false);
fakesector = hw_FakeFlat(sector, &fake, in_area, false);
}
uint8_t &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
uint8_t &srf = sectorrenderflags[sub->render_sector->sectornum];
if (!(srf & SSRF_PROCESSED))
{
srf |= SSRF_PROCESSED;
SetupFlat.Clock();
GLFlat flat;
flat.ProcessSector(gl_drawinfo, fakesector);
flat.ProcessSector(this, fakesector);
SetupFlat.Unclock();
}
// mark subsector as processed - but mark for rendering only if it has an actual area.
gl_drawinfo->ss_renderflags[sub->Index()] =
ss_renderflags[sub->Index()] =
(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub);
if (sub->hacked & 1) AddHackedSubsector(sub);
FSectorPortalGroup *portal;
portal = fakesector->GetPortalGroup(sector_t::ceiling);
if (portal != NULL)
if (portal != nullptr)
{
GLSectorStackPortal *glportal = portal->GetRenderState();
glportal->AddSubsector(sub);
portal->AddSubsector(sub);
}
portal = fakesector->GetPortalGroup(sector_t::floor);
if (portal != NULL)
if (portal != nullptr)
{
GLSectorStackPortal *glportal = portal->GetRenderState();
glportal->AddSubsector(sub);
portal->AddSubsector(sub);
}
}
}
@ -556,7 +557,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
//
//==========================================================================
void GLSceneDrawer::RenderBSPNode (void *node)
void HWDrawInfo::RenderBSPNode (void *node)
{
if (level.nodes.Size() == 0)
{
@ -577,9 +578,9 @@ void GLSceneDrawer::RenderBSPNode (void *node)
side ^= 1;
// It is not necessary to use the slower precise version here
if (!gl_drawinfo->mClipper->CheckBox(bsp->bbox[side]))
if (!mClipper->CheckBox(bsp->bbox[side]))
{
if (!(gl_drawinfo->no_renderflags[bsp->Index()] & SSRF_SEEN))
if (!(no_renderflags[bsp->Index()] & SSRF_SEEN))
return;
}

View File

@ -44,7 +44,7 @@
#include "gl/renderer/gl_quaddrawer.h"
#include "gl/dynlights/gl_lightbuffer.h"
FDrawInfo * gl_drawinfo;
static FDrawInfo * gl_drawinfo;
FDrawInfoList di_list;
//==========================================================================
@ -504,12 +504,6 @@ void FDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *su
portal->GetRenderState()->AddSubsector(sub);
}
int FDrawInfo::ClipPoint(const DVector3 &pos)
{
return GLRenderer->mClipPortal->ClipPoint(pos);
}
std::pair<FFlatVertex *, unsigned int> FDrawInfo::AllocVertices(unsigned int count)
{
unsigned int index = -1;

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@ -133,7 +133,6 @@ struct FDrawInfo : public HWDrawInfo
// These two may be moved to the API independent part of the renderer later.
void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) override;
void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) override;
int ClipPoint(const DVector3 &pos) override;
static FDrawInfo *StartDrawInfo(GLSceneDrawer *drawer);
static void EndDrawInfo();
@ -162,8 +161,6 @@ public:
};
extern FDrawInfo * gl_drawinfo;
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif

View File

@ -277,8 +277,6 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo **pDi)
PrevPortal = GLRenderer->mCurrentPortal;
PrevClipPortal = GLRenderer->mClipPortal;
GLRenderer->mClipPortal = NULL; // Portals which need this have to set it themselves
GLRenderer->mCurrentPortal = this;
if (PrevPortal != NULL) PrevPortal->PushState();
@ -324,8 +322,6 @@ void GLPortal::End(bool usestencil)
Clocker c(PortalAll);
if (PrevPortal != NULL) PrevPortal->PopState();
GLRenderer->mCurrentPortal = PrevPortal;
GLRenderer->mClipPortal = PrevClipPortal;
if (usestencil)
{
@ -878,7 +874,7 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
return;
}
GLRenderer->mClipPortal = this;
di->mClipPortal = this;
DAngle StartAngle = r_viewpoint.Angles.Yaw;
DVector3 StartPos = r_viewpoint.Pos;
@ -979,7 +975,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
return;
}
GLRenderer->mClipPortal = this;
di->mClipPortal = this;
line_t *origin = glport->lines[0]->mOrigin;
P_TranslatePortalXY(origin, r_viewpoint.Pos.X, r_viewpoint.Pos.Y);
@ -1251,3 +1247,9 @@ const char *GLLineToLinePortal::GetName() { return "LineToLine"; }
const char *GLHorizonPortal::GetName() { return "Horizon"; }
const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }
// This needs to remain on the renderer side until the portal interface can be abstracted.
void FSectorPortalGroup::AddSubsector(subsector_t *sub)
{
GLSectorStackPortal *glportal = GetRenderState();
glportal->AddSubsector(sub);
}

View File

@ -49,7 +49,7 @@ extern UniqueList<secplane_t> UniquePlaneMirrors;
struct GLEEHorizonPortal;
class GLSceneDrawer;
class GLPortal
class GLPortal : public IPortal
{
static TArray<GLPortal *> portals;
static int recursion;
@ -77,7 +77,6 @@ private:
AActor * savedviewactor;
ActorRenderFlags savedvisibility;
GLPortal *PrevPortal;
GLPortal *PrevClipPortal;
TArray<unsigned int> mPrimIndices;
protected:
@ -127,10 +126,6 @@ public:
static bool isMirrored() { return !!((MirrorFlag ^ PlaneMirrorFlag) & 1); }
virtual int ClipSeg(seg_t *seg) { return PClip_Inside; }
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
virtual line_t *ClipLine() { return NULL; }
virtual void RenderAttached(FDrawInfo *di) {}
static void BeginScene();

View File

@ -228,16 +228,18 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
GLRenderer->mVBO->Map();
GLRenderer->mLights->Begin();
SetView();
// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
di->viewx = FLOAT2FIXED(r_viewpoint.Pos.X);
di->viewy = FLOAT2FIXED(r_viewpoint.Pos.Y);
validcount++; // used for processing sidedefs only once by the renderer.
di->clipPortal = !!GLRenderer->mClipPortal;
di->mAngles = GLRenderer->mAngles;
di->mViewVector = GLRenderer->mViewVector;
di->mViewActor = GLRenderer->mViewActor;
di->mShadowMap = &GLRenderer->mShadowMap;
RenderBSPNode (level.HeadNode());
di->RenderBSPNode (level.HeadNode());
di->PreparePlayerSprites(r_viewpoint.sector, di->in_area);
// Process all the sprites on the current portal's back side which touch the portal.
@ -453,7 +455,6 @@ void GLSceneDrawer::DrawScene(FDrawInfo *di, int drawmode)
{
CreateScene(di);
}
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
RenderScene(di, recursion);

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@ -13,26 +13,10 @@ struct HUDSprite;
class GLSceneDrawer
{
fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
subsector_t *currentsubsector; // used by the line processing code.
sector_t *currentsector;
TMap<DPSprite*, int> weapondynlightindex;
void RenderMultipassStuff(FDrawInfo *di);
void UnclipSubsector(subsector_t *sub);
void AddLine (seg_t *seg, bool portalclip);
void PolySubsector(subsector_t * sub);
void RenderPolyBSPNode (void *node);
void AddPolyobjs(subsector_t *sub);
void AddLines(subsector_t * sub, sector_t * sector);
void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
void RenderThings(subsector_t * sub, sector_t * sector);
void DoSubsector(subsector_t * sub);
void RenderBSPNode(void *node);
void RenderScene(FDrawInfo *di, int recursion);
void RenderTranslucent(FDrawInfo *di);
@ -64,12 +48,6 @@ public:
sector_t *RenderView(player_t *player);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
void SetView()
{
viewx = FLOAT2FIXED(r_viewpoint.Pos.X);
viewy = FLOAT2FIXED(r_viewpoint.Pos.Y);
}
void SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon = false)
{
gl_SetColor(light, rellight, FixedColormap != CM_DEFAULT, cm, alpha, weapon);

View File

@ -15,6 +15,7 @@ struct particle_t;
struct FDynLightData;
struct HUDSprite;
class Clipper;
class IPortal;
//==========================================================================
//
@ -79,7 +80,7 @@ struct HWDrawInfo
int FixedColormap;
std::atomic<int> spriteindex;
bool clipPortal;
IPortal *mClipPortal;
FRotator mAngles;
FVector2 mViewVector;
AActor *mViewActor;
@ -108,15 +109,31 @@ struct HWDrawInfo
BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
area_t in_area;
fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
private:
// For ProcessLowerMiniseg
bool inview;
subsector_t * viewsubsector;
TArray<seg_t *> lowersegs;
subsector_t *currentsubsector; // used by the line processing code.
sector_t *currentsector;
sector_t fakesec; // this is a struct member because it gets used in recursively called functions so it cannot be put on the stack.
void UnclipSubsector(subsector_t *sub);
void AddLine(seg_t *seg, bool portalclip);
void PolySubsector(subsector_t * sub);
void RenderPolyBSPNode(void *node);
void AddPolyobjs(subsector_t *sub);
void AddLines(subsector_t * sub, sector_t * sector);
void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
void RenderThings(subsector_t * sub, sector_t * sector);
void DoSubsector(subsector_t * sub);
public:
void RenderBSPNode(void *node);
void ClearBuffers();
void SetViewArea();
@ -175,8 +192,5 @@ public:
virtual GLDecal *AddDecal(bool onmirror) = 0;
virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;
virtual int ClipPoint(const DVector3 &pos) = 0;
};

View File

@ -1,5 +1,6 @@
#pragma once
#include "hw_drawinfo.h"
#include "hwrenderer/textures/hw_material.h"
struct GLSkyInfo
@ -32,3 +33,12 @@ struct GLHorizonInfo
PalEntry specialcolor;
};
class IPortal
{
public:
virtual ~IPortal();
virtual int ClipSeg(seg_t *seg) { return PClip_Inside; }
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
virtual line_t *ClipLine() { return nullptr; }
};

View File

@ -82,6 +82,8 @@ void HWDrawInfo::ClearBuffers()
memset(&sectorrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
mClipPortal = nullptr;
}
//==========================================================================

View File

@ -45,6 +45,7 @@
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_lighting.h"
@ -471,9 +472,9 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
if (thruportal != 2 && di->clipPortal)
if (thruportal != 2 && di->mClipPortal != nullptr)
{
int clipres = di->ClipPoint(thingpos);
int clipres = di->mClipPortal->ClipPoint(thingpos);
if (clipres == PClip_InFront) return;
}
// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.

View File

@ -7,6 +7,7 @@
struct FPortalGroupArray;
struct portnode_t;
struct subsector_t;
//============================================================================
//
// This table holds the offsets for the different parts of a map
@ -256,6 +257,8 @@ struct FSectorPortalGroup
GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal!
GLSectorStackPortal *GetRenderState();
void AddSubsector(subsector_t *sub);
};