- portals are now completely on the hwrenderer side.

The only thing that still needs to be on the backend side is the one function that manages the rendering.
This commit is contained in:
Christoph Oelckers 2018-10-25 00:25:55 +02:00
parent e6b5eba469
commit 3940f17980
18 changed files with 544 additions and 653 deletions

View file

@ -821,9 +821,7 @@ set( FASTMATH_SOURCES
textures/hires/xbr/xbrz.cpp
textures/hires/xbr/xbrz_old.cpp
gl/scene/gl_drawinfo.cpp
gl/scene/gl_skydome.cpp
gl/scene/gl_scene.cpp
gl/scene/gl_portal.cpp
gl/scene/gl_walls_draw.cpp
gl_load/gl_load.c
hwrenderer/postprocessing/hw_postprocess_cvars.cpp
@ -840,6 +838,7 @@ set( FASTMATH_SOURCES
hwrenderer/scene/hw_renderhacks.cpp
hwrenderer/scene/hw_renderstate.cpp
hwrenderer/scene/hw_sky.cpp
hwrenderer/scene/hw_skyportal.cpp
hwrenderer/scene/hw_sprites.cpp
hwrenderer/scene/hw_spritelight.cpp
hwrenderer/scene/hw_walls.cpp

View file

@ -90,6 +90,31 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
void FSkyVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
glDisableVertexAttribArray(VATTR_NORMAL);
}
//==========================================================================
//
//

View file

@ -186,12 +186,10 @@ public:
class FSkyVertexBuffer : public FVertexBuffer, public FSkyDomeCreator
{
void RenderRow(int prim, int row);
public:
FSkyVertexBuffer();
void RenderDome(FMaterial *tex, int mode);
void BindVBO();
};

View file

@ -40,7 +40,6 @@
#include "gl_load/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/models/gl_models.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/shaders/gl_shader.h"

View file

@ -42,7 +42,6 @@
#include "gl_load/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/scene/gl_portal.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"

View file

@ -362,3 +362,9 @@ void FGLRenderState::ApplyBlendMode()
}
}
// Needs to be redone
void FGLRenderState::SetVertexBuffer(int which)
{
SetVertexBuffer(which == VB_Sky ? (FVertexBuffer*)GLRenderer->mSkyVBO : GLRenderer->mVBO);
}

View file

@ -186,6 +186,9 @@ public:
{
return mPassType == GBUFFER_PASS ? 3 : 1;
}
void SetVertexBuffer(int which) override;
};
extern FGLRenderState gl_RenderState;

View file

@ -38,8 +38,8 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "gl/scene/gl_portal.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_viewpointbuffer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/models/gl_models.h"
@ -318,7 +318,7 @@ void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
gp->SetupStencil(this, gl_RenderState, usestencil);
auto new_di = StartDrawInfo(Viewpoint, &VPUniforms);
new_di->mCurrentPortal = gp;
gp->DrawContents(new_di);
gp->DrawContents(new_di, gl_RenderState);
new_di->EndDrawInfo();
GLRenderer->mViewpoints->Bind(vpIndex);
gp->RemoveStencil(this, gl_RenderState, usestencil);

View file

@ -1,252 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_portal.cpp
** Generalized portal maintenance classes for skyboxes, horizons etc.
**
*/
#include "gl_load/gl_system.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "a_sharedglobal.h"
#include "r_sky.h"
#include "p_maputl.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "gl_load/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "gl/scene/gl_portal.h"
#include "gl/data/gl_viewpointbuffer.h"
#include "hwrenderer/utility/hw_lighting.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// General portal handling code
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
EXTERN_CVAR(Int, r_mirror_recursions)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Horizon Portal
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
GLHorizonPortal::GLHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
: HWPortal(s, local)
{
origin = pt;
// create the vertex data for this horizon portal.
GLSectorPlane * sp = &origin->plane;
const float vx = vp.Pos.X;
const float vy = vp.Pos.Y;
const float vz = vp.Pos.Z;
const float z = sp->Texheight;
const float tz = (z - vz);
// Draw to some far away boundary
// This is not drawn as larger strips because it causes visual glitches.
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
for (int xx = -32768; xx < 32768; xx += 4096)
{
float x = xx + vx;
for (int yy = -32768; yy < 32768; yy += 4096)
{
float y = yy + vy;
ptr->Set(x, z, y, x / 64, -y / 64);
ptr++;
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
ptr++;
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
ptr++;
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
ptr++;
}
}
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
vcount = GLRenderer->mVBO->GetCount(ptr, &voffset) - 10;
}
//-----------------------------------------------------------------------------
//
// GLHorizonPortal::DrawContents
//
//-----------------------------------------------------------------------------
void GLHorizonPortal::DrawContents(HWDrawInfo *hwdi)
{
auto di = static_cast<FDrawInfo *>(hwdi);
Clocker c(PortalAll);
FMaterial * gltexture;
player_t * player=&players[consoleplayer];
GLSectorPlane * sp = &origin->plane;
auto &vp = di->Viewpoint;
gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
if (!gltexture)
{
di->ClearScreen();
return;
}
di->SetCameraPos(vp.Pos);
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
di->SetColor(255, 0, origin->colormap, 1.f);
di->SetFog(255, 0, &origin->colormap, false);
}
else
{
int rel = getExtraLight();
di->SetColor(origin->lightlevel, rel, origin->colormap, 1.0f);
di->SetFog(origin->lightlevel, rel, &origin->colormap, false);
}
gl_RenderState.ApplyMaterial(gltexture, CLAMP_NONE, 0, -1);
gl_RenderState.SetObjectColor(origin->specialcolor);
gl_RenderState.SetPlaneTextureRotation(sp, gltexture);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
gl_RenderState.SetRenderStyle(STYLE_Source);
gl_RenderState.Apply();
for (unsigned i = 0; i < vcount; i += 4)
{
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + i, 4);
}
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + vcount, 10);
gl_RenderState.EnableTextureMatrix(false);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Eternity-style horizon portal
//
// To the rest of the engine these masquerade as a skybox portal
// Internally they need to draw two horizon or sky portals
// and will use the respective classes to achieve that.
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLEEHorizonPortal::DrawContents(HWDrawInfo *di)
{
auto &vp = di->Viewpoint;
sector_t *sector = portal->mOrigin;
if (sector->GetTexture(sector_t::floor) == skyflatnum ||
sector->GetTexture(sector_t::ceiling) == skyflatnum)
{
GLSkyInfo skyinfo;
skyinfo.init(sector->sky, 0);
GLSkyPortal sky(mState, &skyinfo, true);
sky.DrawContents(di);
}
if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::ceiling);
horz.lightlevel = hw_ClampLight(sector->GetCeilingLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
}
GLHorizonPortal ceil(mState, &horz, di->Viewpoint, true);
ceil.DrawContents(di);
}
if (sector->GetTexture(sector_t::floor) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::floor);
horz.lightlevel = hw_ClampLight(sector->GetFloorLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
}
GLHorizonPortal floor(mState, &horz, di->Viewpoint, true);
floor.DrawContents(di);
}
}
const char *GLSkyPortal::GetName() { return "Sky"; }
const char *GLHorizonPortal::GetName() { return "Horizon"; }
const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }

View file

@ -1,111 +0,0 @@
/*
** gl_renderstruct.h
** Generalized portal maintenance classes to make rendering special effects easier
** and help add future extensions
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __GL_PORTAL_H
#define __GL_PORTAL_H
#include "tarray.h"
#include "r_utility.h"
#include "actor.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/scene/gl_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_portal.h"
struct GLEEHorizonPortal;
struct GLSkyPortal : public HWPortal
{
GLSkyInfo * origin;
friend struct GLEEHorizonPortal;
protected:
virtual void DrawContents(HWDrawInfo *di);
virtual void * GetSource() const { return origin; }
virtual bool IsSky() { return true; }
virtual bool NeedDepthBuffer() { return false; }
virtual const char *GetName();
public:
GLSkyPortal(FPortalSceneState *state, GLSkyInfo * pt, bool local = false)
: HWPortal(state, local)
{
origin=pt;
}
};
struct GLHorizonPortal : public HWPortal
{
GLHorizonInfo * origin;
unsigned int voffset;
unsigned int vcount;
friend struct GLEEHorizonPortal;
protected:
virtual void DrawContents(HWDrawInfo *di);
virtual void * GetSource() const { return origin; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
GLHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local = false);
};
struct GLEEHorizonPortal : public HWPortal
{
FSectorPortal * portal;
protected:
virtual void DrawContents(HWDrawInfo *di);
virtual void * GetSource() const { return portal; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
GLEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt) : HWPortal(state, false)
{
portal=pt;
}
};
#endif

View file

@ -53,8 +53,8 @@
#include "hwrenderer/scene/hw_clipper.h"
#include "hwrenderer/scene/hw_portal.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "gl/renderer/gl_renderer.h"
//==========================================================================
//

View file

@ -1,274 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2003-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl_load/gl_system.h"
#include "doomtype.h"
#include "g_level.h"
#include "w_wad.h"
#include "r_state.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "textures/skyboxtexture.h"
#include "gl_load/gl_interface.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
void FSkyVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
glDisableVertexAttribArray(VATTR_NORMAL);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
inline void FSkyVertexBuffer::RenderRow(int prim, int row)
{
glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0);
pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);
gl_RenderState.EnableTexture(true);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
for (int i = 1; i <= mRows; i++)
{
RenderRow(GL_TRIANGLE_STRIP, i);
RenderRow(GL_TRIANGLE_STRIP, rc + i);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
if (tex)
{
gl_RenderState.ApplyMaterial(tex, CLAMP_NONE, 0, -1);
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.EnableTextureMatrix(true);
GLRenderer->mSkyVBO->SetupMatrices(tex, x_offset, y_offset, mirror, mode, gl_RenderState.mModelMatrix, gl_RenderState.mTextureMatrix);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
if (!sky2)
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
else
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector2.X, level.info->skyrotatevector2.Z, level.info->skyrotatevector2.Y);
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(0), 4);
// east
tex = FMaterial::ValidateTexture(sb->faces[1], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(1), 4);
// south
tex = FMaterial::ValidateTexture(sb->faces[2], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(2), 4);
// west
tex = FMaterial::ValidateTexture(sb->faces[3], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(3), 4);
}
else
{
faces=1;
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(-1), 10);
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(sb->fliptop? 6:5), 4);
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
gl_RenderState.ApplyMaterial(tex, CLAMP_XY, 0, -1);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(4), 4);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSkyPortal::DrawContents(HWDrawInfo *di)
{
bool drawBoth = false;
auto &vp = di->Viewpoint;
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = ::level.lightmode;
if (::level.lightmode == 8)
{
::level.lightmode = 2;
gl_RenderState.SetSoftLightLevel(-1);
}
gl_RenderState.ResetColor();
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
gl_RenderState.SetRenderStyle(STYLE_Translucent);
bool oldClamp = gl_RenderState.SetDepthClamp(true);
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
{
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}
else
{
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
gl_RenderState.SetTextureMode(TM_OPAQUE);
RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
gl_RenderState.SetTextureMode(TM_NORMAL);
}
gl_RenderState.AlphaFunc(Alpha_Greater, 0.f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
}
if (::level.skyfog>0 && !di->isFullbrightScene() && (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(::level.skyfog, 0, 255);
gl_RenderState.EnableTexture(false);
gl_RenderState.SetObjectColor(FadeColor);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLES, 0, 12);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetObjectColor(0xffffffff);
}
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
::level.lightmode = oldlightmode;
gl_RenderState.SetDepthClamp(oldClamp);
}

View file

@ -34,7 +34,6 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
EXTERN_CVAR(Bool, gl_seamless)
@ -113,7 +112,7 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
portal = FindPortal(wall->horizon);
if (!portal)
{
portal = new GLHorizonPortal(&pstate, wall->horizon, Viewpoint);
portal = new HWHorizonPortal(&pstate, wall->horizon, Viewpoint, this);
Portals.Push(portal);
}
portal->AddLine(wall);
@ -124,7 +123,7 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
if (!portal)
{
// either a regular skybox or an Eternity-style horizon
if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(&pstate, wall->secportal);
if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(&pstate, wall->secportal, this);
else
{
portal = new HWScenePortal(&pstate, new HWSkyboxPortal(wall->secportal));
@ -194,7 +193,7 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
portal = FindPortal(wall->sky);
if (!portal)
{
portal = new GLSkyPortal(&pstate, wall->sky);
portal = new HWSkyPortal(GLRenderer->mSkyVBO, &pstate, wall->sky);
Portals.Push(portal);
}
portal->AddLine(wall);

View file

@ -30,11 +30,13 @@
#include "p_maputl.h"
#include "hw_portal.h"
#include "hw_clipper.h"
#include "actor.h"
#include "d_player.h"
#include "r_sky.h"
#include "g_levellocals.h"
#include "hw_renderstate.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_lighting.h"
EXTERN_CVAR(Int, r_mirror_recursions)
EXTERN_CVAR(Bool, gl_portals)
@ -782,3 +784,198 @@ void HWPlaneMirrorPortal::Shutdown(HWDrawInfo *di)
}
const char *HWPlaneMirrorPortal::GetName() { return origin->fC() < 0? "Planemirror ceiling" : "Planemirror floor"; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Horizon Portal
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HWHorizonPortal::HWHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local)
: HWPortal(s, local)
{
origin = pt;
// create the vertex data for this horizon portal.
GLSectorPlane * sp = &origin->plane;
const float vx = vp.Pos.X;
const float vy = vp.Pos.Y;
const float vz = vp.Pos.Z;
const float z = sp->Texheight;
const float tz = (z - vz);
// Draw to some far away boundary
// This is not drawn as larger strips because it causes visual glitches.
auto verts = di->AllocVertices(256 + 10);
auto ptr = verts.first;
for (int xx = -32768; xx < 32768; xx += 4096)
{
float x = xx + vx;
for (int yy = -32768; yy < 32768; yy += 4096)
{
float y = yy + vy;
ptr->Set(x, z, y, x / 64, -y / 64);
ptr++;
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
ptr++;
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
ptr++;
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
ptr++;
}
}
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
voffset = verts.second;
vcount = 256;
}
//-----------------------------------------------------------------------------
//
// HWHorizonPortal::DrawContents
//
//-----------------------------------------------------------------------------
void HWHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
{
Clocker c(PortalAll);
FMaterial * gltexture;
player_t * player = &players[consoleplayer];
GLSectorPlane * sp = &origin->plane;
auto &vp = di->Viewpoint;
gltexture = FMaterial::ValidateTexture(sp->texture, false, true);
if (!gltexture)
{
di->ClearScreen();
return;
}
di->SetCameraPos(vp.Pos);
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
state.SetColor(255, 0, false, origin->colormap, 1.f);
state.SetFog(255, 0, false, &origin->colormap, false);
}
else
{
int rel = getExtraLight();
state.SetColor(origin->lightlevel, rel, di->isFullbrightScene(), origin->colormap, 1.0f);
state.SetFog(origin->lightlevel, rel, di->isFullbrightScene(), &origin->colormap, false);
}
state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
state.SetObjectColor(origin->specialcolor);
state.SetPlaneTextureRotation(sp, gltexture);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetRenderStyle(STYLE_Source);
for (unsigned i = 0; i < vcount; i += 4)
{
di->Draw(DT_TriangleStrip, state, voffset + i, 4, i==0);
}
di->Draw(DT_TriangleStrip, state, voffset + vcount, 10, false);
state.EnableTextureMatrix(false);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Eternity-style horizon portal
//
// To the rest of the engine these masquerade as a skybox portal
// Internally they need to draw two horizon or sky portals
// and will use the respective classes to achieve that.
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
{
auto &vp = di->Viewpoint;
sector_t *sector = portal->mOrigin;
if (sector->GetTexture(sector_t::floor) == skyflatnum ||
sector->GetTexture(sector_t::ceiling) == skyflatnum)
{
GLSkyInfo skyinfo;
skyinfo.init(sector->sky, 0);
//GLSkyPortal sky(mState, &skyinfo, true);
//sky.DrawContents(di, state);
}
if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::ceiling);
horz.lightlevel = hw_ClampLight(sector->GetCeilingLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
}
HWHorizonPortal ceil(mState, &horz, di->Viewpoint, di, true);
ceil.DrawContents(di, state);
}
if (sector->GetTexture(sector_t::floor) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::floor);
horz.lightlevel = hw_ClampLight(sector->GetFloorLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
}
HWHorizonPortal floor(mState, &horz, di->Viewpoint, di, true);
floor.DrawContents(di, state);
}
}
const char *HWHorizonPortal::GetName() { return "Horizon"; }
const char *HWEEHorizonPortal::GetName() { return "EEHorizon"; }

View file

@ -6,6 +6,8 @@
#include "hw_drawstructs.h"
#include "hwrenderer/textures/hw_material.h"
class FSkyDomeCreator;
struct GLSkyInfo
{
float x_offset[2];
@ -69,7 +71,7 @@ public:
virtual bool IsSky() { return false; }
virtual bool NeedCap() { return true; }
virtual bool NeedDepthBuffer() { return true; }
virtual void DrawContents(HWDrawInfo *di) = 0;
virtual void DrawContents(HWDrawInfo *di, FRenderState &state) = 0;
virtual void RenderAttached(HWDrawInfo *di) {}
void AddLine(GLWall * l)
@ -321,7 +323,7 @@ public:
virtual bool IsSky() { return mScene->IsSky(); }
virtual bool NeedCap() { return true; }
virtual bool NeedDepthBuffer() { return true; }
virtual void DrawContents(HWDrawInfo *di)
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
{
if (mScene->Setup(di, di->mClipper))
{
@ -334,3 +336,71 @@ public:
};
struct HWHorizonPortal : public HWPortal
{
GLHorizonInfo * origin;
unsigned int voffset;
unsigned int vcount;
friend struct HWEEHorizonPortal;
protected:
virtual void DrawContents(HWDrawInfo *di, FRenderState &state);
virtual void * GetSource() const { return origin; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
HWHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local = false);
};
struct HWEEHorizonPortal : public HWPortal
{
FSectorPortal * portal;
protected:
virtual void DrawContents(HWDrawInfo *di, FRenderState &state);
virtual void * GetSource() const { return portal; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
HWEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt, HWDrawInfo *di) : HWPortal(state, false)
{
portal = pt;
}
};
struct HWSkyPortal : public HWPortal
{
GLSkyInfo * origin;
FSkyDomeCreator *vertexBuffer;
friend struct HWEEHorizonPortal;
void RenderRow(HWDrawInfo *di, FRenderState &state, EDrawType prim, int row, bool apply = true);
void RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texno, FMaterial * gltex, float x_offset, bool sky2);
void RenderDome(HWDrawInfo *di, FRenderState &state, FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode);
protected:
virtual void DrawContents(HWDrawInfo *di, FRenderState &state);
virtual void * GetSource() const { return origin; }
virtual bool IsSky() { return true; }
virtual bool NeedDepthBuffer() { return false; }
virtual const char *GetName();
public:
HWSkyPortal(FSkyDomeCreator *vertexbuffer, FPortalSceneState *state, GLSkyInfo * pt, bool local = false)
: HWPortal(state, local)
{
origin = pt;
vertexBuffer = vertexbuffer;
}
};

View file

@ -364,5 +364,13 @@ public:
void SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
void SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
// Temporary helper to get around the lack of hardware independent vertex buffer interface.
// This needs to be done better so that abstract interfaces can be passed around between hwrenderer and the backends.
enum
{
VB_Default,
VB_Sky
};
virtual void SetVertexBuffer(int which) = 0;
};

View file

@ -32,8 +32,10 @@ struct FSkyVertex
};
struct HWSkyPortal;
class FSkyDomeCreator
{
friend struct HWSkyPortal;
public:
static const int SKYHEMI_UPPER = 1;
static const int SKYHEMI_LOWER = 2;

View file

@ -0,0 +1,223 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2003-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "doomtype.h"
#include "g_level.h"
#include "w_wad.h"
#include "r_state.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "textures/skyboxtexture.h"
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWSkyPortal::RenderRow(HWDrawInfo *di, FRenderState &state, EDrawType prim, int row, bool apply)
{
di->Draw(prim, state, vertexBuffer->mPrimStart[row], vertexBuffer->mPrimStart[row + 1] - vertexBuffer->mPrimStart[row]);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWSkyPortal::RenderDome(HWDrawInfo *di, FRenderState &state, FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
if (tex)
{
state.SetMaterial(tex, CLAMP_NONE, 0, -1);
state.EnableModelMatrix(true);
state.EnableTextureMatrix(true);
vertexBuffer->SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix);
}
int rc = vertexBuffer->mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == FSkyDomeCreator::SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
state.SetObjectColor(pe);
state.EnableTexture(false);
RenderRow(di, state, DT_TriangleFan, 0);
pe = tex->tex->GetSkyCapColor(true);
state.SetObjectColor(pe);
RenderRow(di, state, DT_TriangleFan, rc);
state.EnableTexture(true);
}
state.SetObjectColor(0xffffffff);
for (int i = 1; i <= vertexBuffer->mRows; i++)
{
RenderRow(di, state, DT_TriangleStrip, i, i == 1);
RenderRow(di, state, DT_TriangleStrip, rc + i, false);
}
state.EnableTextureMatrix(false);
state.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWSkyPortal::RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
state.EnableModelMatrix(true);
state.mModelMatrix.loadIdentity();
if (!sky2)
state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
else
state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector2.X, level.info->skyrotatevector2.Z, level.info->skyrotatevector2.Y);
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(0), 4);
// east
tex = FMaterial::ValidateTexture(sb->faces[1], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(1), 4);
// south
tex = FMaterial::ValidateTexture(sb->faces[2], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(2), 4);
// west
tex = FMaterial::ValidateTexture(sb->faces[3], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(3), 4);
}
else
{
faces=1;
tex = FMaterial::ValidateTexture(sb->faces[0], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(-1), 10);
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(sb->fliptop ? 6 : 5), 4);
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
state.SetMaterial(tex, CLAMP_XY, 0, -1);
di->Draw(DT_TriangleStrip, state, vertexBuffer->FaceStart(4), 4);
state.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
{
bool drawBoth = false;
auto &vp = di->Viewpoint;
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = ::level.lightmode;
if (::level.lightmode == 8)
{
::level.lightmode = 2;
state.SetSoftLightLevel(-1);
}
state.ResetColor();
state.EnableFog(false);
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetRenderStyle(STYLE_Translucent);
bool oldClamp = di->SetDepthClamp(true);
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
state.SetVertexBuffer(FRenderState::VB_Sky);
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
{
RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}
else
{
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
state.SetTextureMode(TM_OPAQUE);
RenderDome(di, state, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyDomeCreator::SKYMODE_MAINLAYER);
state.SetTextureMode(TM_NORMAL);
}
state.AlphaFunc(Alpha_Greater, 0.f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(di, state, origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyDomeCreator::SKYMODE_SECONDLAYER);
}
if (::level.skyfog>0 && !di->isFullbrightScene() && (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(::level.skyfog, 0, 255);
state.EnableTexture(false);
state.SetObjectColor(FadeColor);
di->Draw(DT_Triangles, state, 0, 12);
state.EnableTexture(true);
state.SetObjectColor(0xffffffff);
}
}
state.SetVertexBuffer(FRenderState::VB_Default);
::level.lightmode = oldlightmode;
di->SetDepthClamp(oldClamp);
}
const char *HWSkyPortal::GetName() { return "Sky"; }