mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- resorted portal render data.
Compiles but does not work...
This commit is contained in:
parent
8be788a9b3
commit
248a29bf06
40 changed files with 204 additions and 195 deletions
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@ -89,6 +89,8 @@ struct FLevelLocals
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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TArray<zone_t> Zones;
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@ -20,29 +20,6 @@ inline int getExtraLight()
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struct GLSectorStackPortal;
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struct FPortal
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{
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DVector2 mDisplacement;
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int plane;
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GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal!
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GLSectorStackPortal *GetRenderState();
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};
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struct FGLLinePortal
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{
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// defines the complete span of this portal, if this is of type PORTT_LINKED.
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vertex_t *v1 = nullptr, *v2 = nullptr; // vertices, from v1 to v2
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TArray<FLinePortal *> lines;
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int validcount = 0;
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};
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extern TArray<FPortal *> glSectorPortals;
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extern TArray<FGLLinePortal*> linePortalToGL;
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extern TArray<uint8_t> currentmapsection;
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void gl_InitPortals();
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void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement);
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#endif
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@ -48,7 +48,12 @@
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/gl_functions.h"
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//==========================================================================
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//
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// Helper types for portal grouping
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//
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//==========================================================================
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struct FPortalID
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{
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@ -69,25 +74,8 @@ struct FPortalSector
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};
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typedef TArray<FPortalSector> FPortalSectors;
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typedef TMap<FPortalID, FPortalSectors> FPortalMap;
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TArray<FPortal *> glSectorPortals;
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TArray<FGLLinePortal*> linePortalToGL;
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TArray<FGLLinePortal> glLinePortals;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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GLSectorStackPortal *FPortal::GetRenderState()
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{
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if (glportal == NULL) glportal = new GLSectorStackPortal(this);
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return glportal;
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}
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//==========================================================================
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//
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// this is left as fixed_t because the nodes also are, it makes no sense
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@ -119,7 +107,6 @@ struct FCoverageBuilder
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FCoverageBuilder(subsector_t *sub)
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@ -305,10 +292,16 @@ struct FCoverageBuilder
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//==========================================================================
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//
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// Calculate portal coverage for a single subsector
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// This data is used by the clipper to free up the ranges covered by a portal.
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//
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// This also gets called by the render hack code because ZDoom was really lax
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// with its stacked sector things and allowed partial tagging of affected sectors
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// Any such sector will only be found during rendering and must create its
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// coverage info then.
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//
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//==========================================================================
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void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement)
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void BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement)
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{
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TArray<FCoverageVertex> shape;
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double centerx=0, centery=0;
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@ -332,7 +325,7 @@ void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, c
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//==========================================================================
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//
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// portal initialization
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//
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//
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//==========================================================================
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@ -355,15 +348,20 @@ static void CollectPortalSectors(FPortalMap &collection)
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}
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}
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void gl_InitPortals()
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//==========================================================================
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//
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// group sector portals by displacement
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// The renderer can handle such a group in one go to avoid multiple
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// BSP traversals
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//
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//==========================================================================
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static void GroupSectorPortals()
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{
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FPortalMap collection;
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if (level.nodes.Size() == 0) return;
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CollectPortalSectors(collection);
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glSectorPortals.Clear();
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level.portalGroups.Clear();
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FPortalMap::Iterator it(collection);
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FPortalMap::Pair *pair;
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@ -371,31 +369,31 @@ void gl_InitPortals()
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int planeflags = 0;
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while (it.NextPair(pair))
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{
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for(unsigned i=0;i<pair->Value.Size(); i++)
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for (unsigned i = 0; i < pair->Value.Size(); i++)
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{
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if (pair->Value[i].mPlane == sector_t::floor) planeflags |= 1;
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else if (pair->Value[i].mPlane == sector_t::ceiling) planeflags |= 2;
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}
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for (int i=1;i<=2;i<<=1)
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for (int i = 1; i <= 2; i <<= 1)
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{
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// add separate glSectorPortals for floor and ceiling.
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// add separate portals for floor and ceiling.
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if (planeflags & i)
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{
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FPortal *portal = new FPortal;
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FSectorPortalGroup *portal = new FSectorPortalGroup;
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portal->mDisplacement = pair->Key.mDisplacement;
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portal->plane = (i==1? sector_t::floor : sector_t::ceiling); /**/
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portal->plane = (i == 1 ? sector_t::floor : sector_t::ceiling); /**/
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portal->glportal = NULL;
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glSectorPortals.Push(portal);
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for(unsigned j=0;j<pair->Value.Size(); j++)
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level.portalGroups.Push(portal);
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for (unsigned j = 0; j < pair->Value.Size(); j++)
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{
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sector_t *sec = pair->Value[j].mSub;
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int plane = pair->Value[j].mPlane;
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if (portal->plane == plane)
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{
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for(int k=0;k<sec->subsectorcount; k++)
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for (int k = 0; k < sec->subsectorcount; k++)
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{
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subsector_t *sub = sec->subsectors[k];
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gl_BuildPortalCoverage(&sub->portalcoverage[plane], sub, pair->Key.mDisplacement);
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BuildPortalCoverage(&sub->portalcoverage[plane], sub, pair->Key.mDisplacement);
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}
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sec->portals[plane] = portal;
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}
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@ -403,10 +401,18 @@ void gl_InitPortals()
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}
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}
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}
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}
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// Now group the line glSectorPortals (each group must be a continuous set of colinear linedefs with no gaps)
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glLinePortals.Clear();
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linePortalToGL.Clear();
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//==========================================================================
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//
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// Group the line portals
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// Each group must be a continuous set of colinear linedefs with no gaps
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//
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//==========================================================================
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static void GroupLinePortals()
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{
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level.linePortalSpans.Clear();
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TArray<int> tempindex;
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tempindex.Reserve(level.linePortals.Size());
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@ -419,13 +425,13 @@ void gl_InitPortals()
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if (tempindex[i] == -1)
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{
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tempindex[i] = glLinePortals.Size();
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tempindex[i] = level.linePortalSpans.Size();
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line_t *pSrcLine = level.linePortals[i].mOrigin;
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line_t *pLine = level.linePortals[i].mDestination;
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FGLLinePortal &glport = glLinePortals[glLinePortals.Reserve(1)];
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FLinePortalSpan &glport = level.linePortalSpans[level.linePortalSpans.Reserve(1)];
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glport.lines.Push(&level.linePortals[i]);
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// We cannot do this grouping for non-linked glSectorPortals because they can be changed at run time.
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// We cannot do this grouping for non-linked portals because they can be changed at run time.
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if (level.linePortals[i].mType == PORTT_LINKED && pLine != nullptr)
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{
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glport.v1 = pLine->v1;
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@ -440,7 +446,7 @@ void gl_InitPortals()
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{
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line_t *pSrcLine2 = level.linePortals[j].mOrigin;
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line_t *pLine2 = level.linePortals[j].mDestination;
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// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical glSectorPortals aren't found here.)
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// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical portals aren't found here.)
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unsigned srcang = pSrcLine->Delta().Angle().BAMs();
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unsigned dstang = pLine->Delta().Angle().BAMs();
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if ((pSrcLine->v2 == pSrcLine2->v1 && pLine->v1 == pLine2->v2) ||
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@ -465,30 +471,37 @@ void gl_InitPortals()
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}
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}
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}
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linePortalToGL.Resize(level.linePortals.Size());
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// Final assignment can only be done when all allocations are finished. Otherwise the array may be moved.
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for (unsigned i = 0; i < level.linePortals.Size(); i++)
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{
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linePortalToGL[i] = &glLinePortals[tempindex[i]];
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/*
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Printf("portal at line %d translates to GL portal %d, range = %f,%f to %f,%f\n",
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int(level.linePortals[i].mOrigin - lines), tempindex[i], linePortalToGL[i]->v1->fixX() / 65536., linePortalToGL[i]->v1->fixY() / 65536., linePortalToGL[i]->v2->fixX() / 65536., linePortalToGL[i]->v2->fixY() / 65536.);
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*/
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level.linePortals[i].mGroup = &level.linePortalSpans[tempindex[i]];
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}
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}
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void InitPortalGroups()
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{
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if (level.nodes.Size() == 0) return;
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GroupSectorPortals();
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GroupLinePortals();
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}
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CCMD(dumpportals)
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{
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for(unsigned i=0;i<glSectorPortals.Size(); i++)
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for(unsigned i=0;i<level.portalGroups.Size(); i++)
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{
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double xdisp = glSectorPortals[i]->mDisplacement.X;
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double ydisp = glSectorPortals[i]->mDisplacement.Y;
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Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, glSectorPortals[i]->plane==0? "floor":"ceiling",
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auto p = level.portalGroups[i];
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double xdisp = p->mDisplacement.X;
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double ydisp = p->mDisplacement.Y;
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Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, p->plane==0? "floor":"ceiling",
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xdisp, ydisp);
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Printf(PRINT_LOG, "Coverage:\n");
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for(auto &sub : level.subsectors)
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{
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FPortal *port = sub.render_sector->GetGLPortal(glSectorPortals[i]->plane);
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if (port == glSectorPortals[i])
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auto port = sub.render_sector->GetPortalGroup(p->plane);
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if (port == p)
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{
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Printf(PRINT_LOG, "\tSubsector %d (%d):\n\t\t", sub.Index(), sub.render_sector->sectornum);
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for(unsigned k = 0;k< sub.numlines; k++)
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@ -496,7 +509,7 @@ CCMD(dumpportals)
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Printf(PRINT_LOG, "(%.3f,%.3f), ", sub.firstline[k].v1->fX() + xdisp, sub.firstline[k].v1->fY() + ydisp);
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}
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Printf(PRINT_LOG, "\n\t\tCovered by subsectors:\n");
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FPortalCoverage *cov = &sub.portalcoverage[glSectorPortals[i]->plane];
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FPortalCoverage *cov = &sub.portalcoverage[p->plane];
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for(int l = 0;l< cov->sscount; l++)
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{
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subsector_t *csub = &level.subsectors[cov->subsectors[l]];
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@ -48,7 +48,6 @@
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/gl_functions.h"
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//==========================================================================
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//
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@ -568,8 +567,6 @@ void gl_PreprocessLevel()
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}
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delete[] checkmap;
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gl_InitPortals();
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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@ -582,53 +579,6 @@ void gl_PreprocessLevel()
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//==========================================================================
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//
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// Cleans up all the GL data for the last level
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//
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//==========================================================================
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void gl_CleanLevelData()
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{
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// Dynamic lights must be destroyed before the sector information here is deleted.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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AActor * mo=it.Next();
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while (mo)
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{
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AActor * next = it.Next();
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mo->Destroy();
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mo=next;
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}
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if (level.sides.Size() > 0 && level.sides[0].segs)
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{
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delete [] level.sides[0].segs;
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level.sides[0].segs = NULL;
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}
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if (level.sectors.Size() > 0 && level.sectors[0].subsectors)
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{
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delete [] level.sectors[0].subsectors;
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level.sectors[0].subsectors = nullptr;
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}
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for (auto &sub : level.subsectors)
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{
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for(int j=0;j<2;j++)
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{
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if (sub.portalcoverage[j].subsectors != NULL)
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{
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delete [] sub.portalcoverage[j].subsectors;
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sub.portalcoverage[j].subsectors = NULL;
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}
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}
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}
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for(unsigned i=0;i<glSectorPortals.Size(); i++)
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{
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delete glSectorPortals[i];
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}
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glSectorPortals.Clear();
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}
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//==========================================================================
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//
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//
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@ -29,7 +29,6 @@
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "actorinlines.h"
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#include "a_dynlight.h"
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@ -5,7 +5,5 @@
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class AActor;
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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#endif
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@ -42,7 +42,6 @@
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#include "r_utility.h"
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#include "p_local.h"
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#include "colormatcher.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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@ -28,7 +28,6 @@
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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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@ -33,8 +33,6 @@
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#include "m_png.h"
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#include "m_crc32.h"
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#include "w_wad.h"
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//#include "gl/gl_intern.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "doomstat.h"
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@ -520,16 +520,16 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
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if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub);
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FPortal *portal;
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FSectorPortalGroup *portal;
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portal = fakesector->GetGLPortal(sector_t::ceiling);
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portal = fakesector->GetPortalGroup(sector_t::ceiling);
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if (portal != NULL)
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{
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GLSectorStackPortal *glportal = portal->GetRenderState();
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glportal->AddSubsector(sub);
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}
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portal = fakesector->GetGLPortal(sector_t::floor);
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portal = fakesector->GetPortalGroup(sector_t::floor);
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if (portal != NULL)
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{
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GLSectorStackPortal *glportal = portal->GetRenderState();
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@ -87,7 +87,7 @@ bool GLPortal::inskybox;
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UniqueList<GLSkyInfo> UniqueSkies;
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UniqueList<GLHorizonInfo> UniqueHorizons;
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UniqueList<secplane_t> UniquePlaneMirrors;
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UniqueList<FGLLinePortal> UniqueLineToLines;
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UniqueList<FLinePortalSpan> UniqueLineToLines;
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//==========================================================================
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//
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@ -673,6 +673,22 @@ void GLSkyboxPortal::DrawContents()
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//==========================================================================
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//
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// Fixme: This needs abstraction.
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//
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//==========================================================================
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GLSectorStackPortal *FSectorPortalGroup::GetRenderState()
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{
|
||||
if (glportal == NULL) glportal = new GLSectorStackPortal(this);
|
||||
return glportal;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLSectorStackPortal::~GLSectorStackPortal()
|
||||
{
|
||||
if (origin != NULL && origin->glportal == this)
|
||||
|
@ -730,7 +746,7 @@ void GLSectorStackPortal::SetupCoverage()
|
|||
//-----------------------------------------------------------------------------
|
||||
void GLSectorStackPortal::DrawContents()
|
||||
{
|
||||
FPortal *portal = origin;
|
||||
FSectorPortalGroup *portal = origin;
|
||||
|
||||
r_viewpoint.Pos += origin->mDisplacement;
|
||||
r_viewpoint.ActorPos += origin->mDisplacement;
|
||||
|
|
|
@ -74,7 +74,7 @@ struct GLSkyInfo
|
|||
extern UniqueList<GLSkyInfo> UniqueSkies;
|
||||
extern UniqueList<GLHorizonInfo> UniqueHorizons;
|
||||
extern UniqueList<secplane_t> UniquePlaneMirrors;
|
||||
extern UniqueList<FGLLinePortal> UniqueLineToLines;
|
||||
extern UniqueList<FLinePortalSpan> UniqueLineToLines;
|
||||
struct GLEEHorizonPortal;
|
||||
class GLSceneDrawer;
|
||||
|
||||
|
@ -198,7 +198,7 @@ struct GLLinePortal : public GLPortal
|
|||
CalcDelta();
|
||||
}
|
||||
|
||||
GLLinePortal(FGLLinePortal *line)
|
||||
GLLinePortal(FLinePortalSpan *line)
|
||||
{
|
||||
if (line->lines[0]->mType != PORTT_LINKED || line->v1 == nullptr)
|
||||
{
|
||||
|
@ -258,7 +258,7 @@ public:
|
|||
|
||||
struct GLLineToLinePortal : public GLLinePortal
|
||||
{
|
||||
FGLLinePortal *glport;
|
||||
FLinePortalSpan *glport;
|
||||
protected:
|
||||
virtual void DrawContents();
|
||||
virtual void * GetSource() const { return glport; }
|
||||
|
@ -268,7 +268,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
GLLineToLinePortal(FGLLinePortal *ll)
|
||||
GLLineToLinePortal(FLinePortalSpan *ll)
|
||||
: GLLinePortal(ll)
|
||||
{
|
||||
glport = ll;
|
||||
|
@ -331,11 +331,11 @@ protected:
|
|||
virtual void * GetSource() const { return origin; }
|
||||
virtual bool IsSky() { return true; } // although this isn't a real sky it can be handled as one.
|
||||
virtual const char *GetName();
|
||||
FPortal *origin;
|
||||
FSectorPortalGroup *origin;
|
||||
|
||||
public:
|
||||
|
||||
GLSectorStackPortal(FPortal *pt)
|
||||
GLSectorStackPortal(FSectorPortalGroup *pt)
|
||||
{
|
||||
origin=pt;
|
||||
}
|
||||
|
|
|
@ -1034,7 +1034,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
|
|||
sub->validcount=validcount;
|
||||
|
||||
// Has a sector stack or skybox itself!
|
||||
if (sub->render_sector->GetGLPortal(sector_t::ceiling) != nullptr) return;
|
||||
if (sub->render_sector->GetPortalGroup(sector_t::ceiling) != nullptr) return;
|
||||
|
||||
// Don't bother processing unrendered subsectors
|
||||
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
|
||||
|
@ -1078,7 +1078,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
|
|||
sub->validcount=validcount;
|
||||
|
||||
// Has a sector stack or skybox itself!
|
||||
if (sub->render_sector->GetGLPortal(sector_t::floor) != nullptr) return;
|
||||
if (sub->render_sector->GetPortalGroup(sector_t::floor) != nullptr) return;
|
||||
|
||||
// Don't bother processing unrendered subsectors
|
||||
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
|
||||
|
@ -1125,7 +1125,7 @@ void FDrawInfo::ProcessSectorStacks()
|
|||
for (i=0;i<CeilingStacks.Size (); i++)
|
||||
{
|
||||
sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fake, mDrawer->in_area, false);
|
||||
FPortal *portal = sec->GetGLPortal(sector_t::ceiling);
|
||||
auto portal = sec->GetPortalGroup(sector_t::ceiling);
|
||||
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||||
{
|
||||
subsector_t * sub = sec->subsectors[k];
|
||||
|
@ -1149,7 +1149,7 @@ void FDrawInfo::ProcessSectorStacks()
|
|||
|
||||
if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
|
||||
{
|
||||
gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement);
|
||||
BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement);
|
||||
}
|
||||
|
||||
portal->GetRenderState()->AddSubsector(sub);
|
||||
|
@ -1169,7 +1169,7 @@ void FDrawInfo::ProcessSectorStacks()
|
|||
for (i=0;i<FloorStacks.Size (); i++)
|
||||
{
|
||||
sector_t *sec = gl_FakeFlat(FloorStacks[i], &fake, mDrawer->in_area, false);
|
||||
FPortal *portal = sec->GetGLPortal(sector_t::floor);
|
||||
auto portal = sec->GetPortalGroup(sector_t::floor);
|
||||
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||||
{
|
||||
subsector_t * sub = sec->subsectors[k];
|
||||
|
@ -1194,7 +1194,7 @@ void FDrawInfo::ProcessSectorStacks()
|
|||
|
||||
if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
|
||||
{
|
||||
gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal->mDisplacement);
|
||||
BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal->mDisplacement);
|
||||
}
|
||||
|
||||
GLSectorStackPortal *glportal = portal->GetRenderState();
|
||||
|
|
|
@ -42,7 +42,6 @@
|
|||
#include "po_man.h"
|
||||
#include "r_utility.h"
|
||||
#include "p_local.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "serializer.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "events.h"
|
||||
|
@ -266,7 +265,7 @@ void GLSceneDrawer::CreateScene()
|
|||
ProcessAll.Clock();
|
||||
|
||||
// clip the scene and fill the drawlists
|
||||
for(unsigned i=0;i<glSectorPortals.Size(); i++) glSectorPortals[i]->glportal = NULL;
|
||||
for(auto p : level.portalGroups) p->glportal = nullptr;
|
||||
GLRenderer->gl_spriteindex=0;
|
||||
Bsp.Clock();
|
||||
GLRenderer->mVBO->Map();
|
||||
|
@ -462,7 +461,7 @@ void GLSceneDrawer::RenderTranslucent()
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// gl_drawscene - this function renders the scene from the current
|
||||
// viewpoint, including mirrors and skyboxes and other glSectorPortals
|
||||
// viewpoint, including mirrors and skyboxes and other portals
|
||||
// It is assumed that the GLPortal::EndFrame returns with the
|
||||
// stencil, z-buffer and the projection matrix intact!
|
||||
//
|
||||
|
@ -513,7 +512,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
|
|||
gl_RenderState.ApplyMatrices();
|
||||
}
|
||||
|
||||
// Handle all glSectorPortals after rendering the opaque objects but before
|
||||
// Handle all portals after rendering the opaque objects but before
|
||||
// doing all translucent stuff
|
||||
recursion++;
|
||||
GLPortal::EndFrame();
|
||||
|
@ -1041,7 +1040,6 @@ void FGLInterface::EndSerialize(FSerializer &arc)
|
|||
if (arc.isReading())
|
||||
{
|
||||
// The portal data needs to be recreated after reading a savegame.
|
||||
gl_InitPortals();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1152,6 +1150,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, do
|
|||
//
|
||||
//
|
||||
//===========================================================================
|
||||
void gl_PreprocessLevel();
|
||||
|
||||
void FGLInterface::PreprocessLevel()
|
||||
{
|
||||
|
@ -1160,7 +1159,6 @@ void FGLInterface::PreprocessLevel()
|
|||
|
||||
void FGLInterface::CleanLevelData()
|
||||
{
|
||||
gl_CleanLevelData();
|
||||
}
|
||||
|
||||
uint32_t FGLInterface::GetCaps()
|
||||
|
|
|
@ -60,7 +60,7 @@ public:
|
|||
void DrawBlend(sector_t * viewsector);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
void DrawEndScene2D(sector_t * viewsector);
|
||||
void RenderActorsInPortal(FGLLinePortal *glport);
|
||||
void RenderActorsInPortal(FLinePortalSpan *glport);
|
||||
|
||||
void CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
|
||||
|
||||
|
|
|
@ -29,7 +29,6 @@
|
|||
#include "doomdata.h"
|
||||
#include "portal.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "gl/gl_functions.h"
|
||||
|
||||
#include "gl/data/gl_data.h"
|
||||
#include "gl/renderer/gl_lightdata.h"
|
||||
|
@ -135,7 +134,7 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
|
|||
case PORTS_PORTAL:
|
||||
case PORTS_LINKEDPORTAL:
|
||||
{
|
||||
FPortal *glport = sector->GetGLPortal(plane);
|
||||
FSectorPortalGroup *glport = sector->GetPortalGroup(plane);
|
||||
if (glport != NULL)
|
||||
{
|
||||
if (sector->PortalBlocksView(plane)) return;
|
||||
|
@ -298,8 +297,8 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
|
|||
int type = fs->GetPortalType(sector_t::ceiling);
|
||||
if (type == PORTS_STACKEDSECTORTHING || type == PORTS_PORTAL || type == PORTS_LINKEDPORTAL)
|
||||
{
|
||||
FPortal *pfront = fs->GetGLPortal(sector_t::ceiling);
|
||||
FPortal *pback = bs->GetGLPortal(sector_t::ceiling);
|
||||
auto pfront = fs->GetPortalGroup(sector_t::ceiling);
|
||||
auto pback = bs->GetPortalGroup(sector_t::ceiling);
|
||||
if (pfront == NULL || fs->PortalBlocksView(sector_t::ceiling)) return;
|
||||
if (pfront == pback && !bs->PortalBlocksView(sector_t::ceiling)) return;
|
||||
}
|
||||
|
@ -377,8 +376,8 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
|
|||
int type = fs->GetPortalType(sector_t::floor);
|
||||
if (type == PORTS_STACKEDSECTORTHING || type == PORTS_PORTAL || type == PORTS_LINKEDPORTAL)
|
||||
{
|
||||
FPortal *pfront = fs->GetGLPortal(sector_t::floor);
|
||||
FPortal *pback = bs->GetGLPortal(sector_t::floor);
|
||||
auto pfront = fs->GetPortalGroup(sector_t::floor);
|
||||
auto pback = bs->GetPortalGroup(sector_t::floor);
|
||||
if (pfront == NULL || fs->PortalBlocksView(sector_t::floor)) return;
|
||||
if (pfront == pback && !bs->PortalBlocksView(sector_t::floor)) return;
|
||||
}
|
||||
|
|
|
@ -30,7 +30,6 @@
|
|||
#include "p_effect.h"
|
||||
#include "g_level.h"
|
||||
#include "doomstat.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "r_defs.h"
|
||||
#include "r_sky.h"
|
||||
#include "r_utility.h"
|
||||
|
@ -1284,7 +1283,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLSceneDrawer::RenderActorsInPortal(FGLLinePortal *glport)
|
||||
void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
|
||||
{
|
||||
TMap<AActor*, bool> processcheck;
|
||||
if (glport->validcount == validcount) return; // only process once per frame
|
||||
|
|
|
@ -30,7 +30,6 @@
|
|||
#include "p_local.h"
|
||||
#include "p_effect.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "g_level.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "actorinlines.h"
|
||||
|
|
|
@ -23,7 +23,6 @@
|
|||
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "gl/gl_functions.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_lightdata.h"
|
||||
|
|
|
@ -20,9 +20,9 @@ class FMaterial;
|
|||
struct GLDrawList;
|
||||
struct GLSkyInfo;
|
||||
struct FTexCoordInfo;
|
||||
struct FPortal;
|
||||
struct FSectorPortalGroup;
|
||||
struct FFlatVertex;
|
||||
struct FGLLinePortal;
|
||||
struct FLinePortalSpan;
|
||||
class GLSceneDrawer;
|
||||
|
||||
enum
|
||||
|
@ -171,9 +171,9 @@ public:
|
|||
FSectorPortal *secportal; // sector portal (formerly skybox)
|
||||
GLSkyInfo * sky; // for normal sky
|
||||
GLHorizonInfo * horizon; // for horizon information
|
||||
FPortal * portal; // stacked sector portals
|
||||
FSectorPortalGroup * portal; // stacked sector portals
|
||||
secplane_t * planemirror; // for plane mirrors
|
||||
FGLLinePortal *lineportal; // line-to-line portals
|
||||
FLinePortalSpan *lineportal; // line-to-line portals
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -179,7 +179,7 @@ void GLWall::PutPortal(int ptype)
|
|||
line_t *otherside = lineportal->lines[0]->mDestination;
|
||||
if (otherside != NULL && otherside->portalindex < level.linePortals.Size())
|
||||
{
|
||||
mDrawer->RenderActorsInPortal(linePortalToGL[otherside->portalindex]);
|
||||
mDrawer->RenderActorsInPortal(otherside->getPortal()->mGroup);
|
||||
}
|
||||
portal = new GLLineToLinePortal(lineportal);
|
||||
}
|
||||
|
@ -1562,7 +1562,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (seg->linedef->isVisualPortal())
|
||||
{
|
||||
lineportal = linePortalToGL[seg->linedef->portalindex];
|
||||
lineportal = seg->linedef->getPortal()->mGroup;
|
||||
ztop[0] = zceil[0];
|
||||
ztop[1] = zceil[1];
|
||||
zbottom[0] = zfloor[0];
|
||||
|
@ -1669,7 +1669,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (isportal)
|
||||
{
|
||||
lineportal = linePortalToGL[seg->linedef->portalindex];
|
||||
lineportal = seg->linedef->getPortal()->mGroup;
|
||||
ztop[0] = bch1;
|
||||
ztop[1] = bch2;
|
||||
zbottom[0] = bfh1;
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "actor.h"
|
||||
#include "actorinlines.h"
|
||||
#include "gl/gl_functions.h"
|
||||
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
|
|
|
@ -23,7 +23,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -23,7 +23,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "w_wad.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
|
|
|
@ -30,7 +30,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
|
|
|
@ -24,7 +24,6 @@
|
|||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
#include "gl/system/gl_system.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -45,7 +45,6 @@
|
|||
#include "gl/data/gl_data.h"
|
||||
#include "gl/textures/gl_hwtexture.h"
|
||||
#include "gl/utility/gl_clock.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl_debug.h"
|
||||
#include "r_videoscale.h"
|
||||
|
|
|
@ -1024,6 +1024,7 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
|
|||
}
|
||||
}
|
||||
AActor::RecreateAllAttachedLights();
|
||||
InitPortalGroups();
|
||||
Renderer->EndSerialize(arc);
|
||||
|
||||
}
|
||||
|
|
|
@ -111,6 +111,7 @@
|
|||
#include "p_saveg.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "c_dispatch.h"
|
||||
#include "a_dynlight.h"
|
||||
#ifndef NO_EDATA
|
||||
#include "edata.h"
|
||||
#endif
|
||||
|
@ -3499,14 +3500,24 @@ static void P_PrecacheLevel()
|
|||
|
||||
extern polyblock_t **PolyBlockMap;
|
||||
|
||||
//===========================================================================
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
//==========================================================================
|
||||
|
||||
void P_FreeLevelData ()
|
||||
{
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
auto mo = it.Next();
|
||||
while (mo)
|
||||
{
|
||||
auto next = it.Next();
|
||||
mo->Destroy();
|
||||
mo = next;
|
||||
}
|
||||
|
||||
// [ZZ] delete per-map event handlers
|
||||
E_Shutdown(true);
|
||||
MapThingsConverted.Clear();
|
||||
|
@ -3531,14 +3542,26 @@ void P_FreeLevelData ()
|
|||
level.killed_monsters = level.found_items = level.found_secrets =
|
||||
wminfo.maxfrags = 0;
|
||||
|
||||
// delete allocated data in the level arrays.
|
||||
if (level.sectors.Size() > 0)
|
||||
{
|
||||
delete[] level.sectors[0].e;
|
||||
if (level.sectors[0].subsectors)
|
||||
{
|
||||
delete[] level.sectors[0].subsectors;
|
||||
level.sectors[0].subsectors = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto &sub : level.subsectors)
|
||||
{
|
||||
if (sub.BSP != nullptr) delete sub.BSP;
|
||||
}
|
||||
if (level.sides.Size() > 0 && level.sides[0].segs)
|
||||
{
|
||||
delete[] level.sides[0].segs;
|
||||
level.sides[0].segs = nullptr;
|
||||
}
|
||||
|
||||
|
||||
FBehavior::StaticUnloadModules ();
|
||||
level.segs.Clear();
|
||||
|
|
|
@ -507,6 +507,8 @@ void P_ClearPortals()
|
|||
level.linePortals.Clear();
|
||||
level.linkedPortals.Clear();
|
||||
level.sectorPortals.Resize(2);
|
||||
level.PortalBlockmap.Clear();
|
||||
|
||||
// The first entry must always be the default skybox. This is what every sector gets by default.
|
||||
memset(&level.sectorPortals[0], 0, sizeof(level.sectorPortals[0]));
|
||||
level.sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
|
||||
|
@ -515,6 +517,25 @@ void P_ClearPortals()
|
|||
memset(&level.sectorPortals[1], 0, sizeof(level.sectorPortals[0]));
|
||||
level.sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
|
||||
level.sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
|
||||
|
||||
// also clear the render data
|
||||
for (auto &sub : level.subsectors)
|
||||
{
|
||||
for (int j = 0; j<2; j++)
|
||||
{
|
||||
if (sub.portalcoverage[j].subsectors != nullptr)
|
||||
{
|
||||
delete[] sub.portalcoverage[j].subsectors;
|
||||
sub.portalcoverage[j].subsectors = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (unsigned i = 0; i<level.portalGroups.Size(); i++)
|
||||
{
|
||||
delete level.portalGroups[i];
|
||||
}
|
||||
level.portalGroups.Clear();
|
||||
level.linePortalSpans.Clear();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
31
src/portal.h
31
src/portal.h
|
@ -173,6 +173,8 @@ enum
|
|||
// All information about a line-to-line portal (all types)
|
||||
//
|
||||
//============================================================================
|
||||
struct FLinePortalSpan;
|
||||
struct vertex_t;
|
||||
|
||||
struct FLinePortal
|
||||
{
|
||||
|
@ -187,8 +189,18 @@ struct FLinePortal
|
|||
double mSinRot;
|
||||
double mCosRot;
|
||||
portnode_t *lineportal_thinglist;
|
||||
FLinePortalSpan *mGroup;
|
||||
};
|
||||
|
||||
struct FLinePortalSpan
|
||||
{
|
||||
// defines the complete span of connected colinear line portals, if they are of type PORTT_LINKED.
|
||||
vertex_t *v1 = nullptr, *v2 = nullptr; // vertices, from v1 to v2
|
||||
TArray<FLinePortal *> lines;
|
||||
int validcount = 0;
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// All information about a sector plane portal
|
||||
|
@ -230,6 +242,24 @@ struct FSectorPortal
|
|||
}
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// This groups all sector portals with identical offset.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
struct GLSectorStackPortal;
|
||||
struct FSectorPortalGroup
|
||||
{
|
||||
DVector2 mDisplacement;
|
||||
int plane;
|
||||
GLSectorStackPortal *glportal; // for quick access to the render data. This is only valid during BSP traversal!
|
||||
|
||||
GLSectorStackPortal *GetRenderState();
|
||||
};
|
||||
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// Functions
|
||||
|
@ -255,6 +285,7 @@ void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely);
|
|||
void P_TranslatePortalAngle(line_t* src, DAngle& angle);
|
||||
void P_TranslatePortalZ(line_t* src, double& vz);
|
||||
DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy);
|
||||
void InitPortalGroups();
|
||||
|
||||
|
||||
#endif
|
|
@ -49,7 +49,6 @@
|
|||
#include "sdlglvideo.h"
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "r_defs.h"
|
||||
#include "gl/gl_functions.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
|
|
|
@ -45,7 +45,7 @@
|
|||
struct FLightNode;
|
||||
struct FGLSection;
|
||||
class FSerializer;
|
||||
struct FPortal;
|
||||
struct FSectorPortalGroup;
|
||||
struct FSectorPortal;
|
||||
struct FLinePortal;
|
||||
struct seg_t;
|
||||
|
@ -1075,7 +1075,7 @@ public:
|
|||
int subsectorcount; // list of subsectors
|
||||
double transdoorheight; // for transparent door hacks
|
||||
subsector_t ** subsectors;
|
||||
FPortal * portals[2]; // floor and ceiling portals
|
||||
FSectorPortalGroup * portals[2]; // floor and ceiling portals
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -1089,7 +1089,7 @@ public:
|
|||
|
||||
float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }
|
||||
bool VBOHeightcheck(int pos) const { return vboheight[pos] == GetPlaneTexZ(pos); }
|
||||
FPortal *GetGLPortal(int plane) { return portals[plane]; }
|
||||
FSectorPortalGroup *GetPortalGroup(int plane) { return portals[plane]; }
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -1418,6 +1418,8 @@ struct FPortalCoverage
|
|||
int sscount;
|
||||
};
|
||||
|
||||
void BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement);
|
||||
|
||||
struct subsector_t
|
||||
{
|
||||
sector_t *sector;
|
||||
|
|
Loading…
Reference in a new issue