mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- went back to the original portal stencil setup from 3.4.0.
The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters. Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
This commit is contained in:
parent
8429fc8124
commit
a23d1c2d25
10 changed files with 156 additions and 144 deletions
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@ -436,22 +436,29 @@ void FGLRenderState::SetDepthRange(float min, float max)
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glDepthRange(min, max);
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}
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void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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glColorMask(r, g, b, a);
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}
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void FGLRenderState::EnableDrawBufferAttachments(bool on)
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{
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EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
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}
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void FGLRenderState::SetStencil(int offs, int op, int flags)
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void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
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{
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static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
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glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
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bool cmon = !(flags & SF_ColorMaskOff);
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bool cmalpha = cmon || (flags & SF_ColorMaskAlpha);
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glColorMask(cmon, cmon, cmon, cmalpha); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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}
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}
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void FGLRenderState::ToggleState(int state, bool on)
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@ -153,6 +153,7 @@ public:
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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void SetDepthRange(float min, float max) override;
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void SetColorMask(bool r, bool g, bool b, bool a) override;
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void EnableDrawBufferAttachments(bool on) override;
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void SetStencil(int offs, int op, int flags) override;
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void SetCulling(int mode) override;
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@ -667,10 +667,10 @@ void HWDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
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auto portal = FindPortal(ptg);
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if (!portal)
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{
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portal = new HWScenePortal(screen->mPortalState, new HWSectorStackPortal(ptg));
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portal = new HWSectorStackPortal(screen->mPortalState, ptg);
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Portals.Push(portal);
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}
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auto ptl = static_cast<HWSectorStackPortal*>(static_cast<HWScenePortal*>(portal)->mScene);
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auto ptl = static_cast<HWSectorStackPortal*>(portal);
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ptl->AddSubsector(sub);
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}
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@ -144,7 +144,7 @@ struct HWDrawInfo
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HWDrawInfo * outer = nullptr;
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int FullbrightFlags;
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std::atomic<int> spriteindex;
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HWScenePortalBase *mClipPortal;
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HWPortal *mClipPortal;
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HWPortal *mCurrentPortal;
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//FRotator mAngles;
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Clipper *mClipper;
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@ -26,7 +26,6 @@
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*/
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#include "c_dispatch.h"
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#include "portal.h"
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#include "p_maputl.h"
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#include "hw_portal.h"
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#include "hw_clipper.h"
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@ -172,13 +171,14 @@ void HWPortal::DrawPortalStencil(FRenderState &state, int pass)
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if (mPrimIndices.Size() == 0)
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{
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mPrimIndices.Resize(2 * lines.Size());
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for (unsigned int i = 0; i < lines.Size(); i++)
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{
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mPrimIndices[i * 2] = lines[i].vertindex;
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mPrimIndices[i * 2 + 1] = lines[i].vertcount;
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}
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}
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for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2)
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{
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state.Draw(DT_TriangleFan, mPrimIndices[i], mPrimIndices[i + 1], i == 0);
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@ -187,12 +187,13 @@ void HWPortal::DrawPortalStencil(FRenderState &state, int pass)
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{
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// The cap's depth handling needs special treatment so that it won't block further portal caps.
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if (pass == STP_DepthRestore) state.SetDepthRange(1, 1);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILTOP_INDEX, 4, false);
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state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4, false);
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if (pass == STP_DepthRestore) state.SetDepthRange(0, 1);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Start
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@ -204,53 +205,60 @@ void HWPortal::SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil
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Clocker c(PortalAll);
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rendered_portals++;
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if (usestencil)
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{
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// Create stencil
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// Create stencil
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state.SetStencil(0, SOP_Increment); // create stencil, increment stencil of valid pixels
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state.SetColorMask(false);
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.ResetColor();
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state.SetDepthFunc(DF_Less);
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if (NeedDepthBuffer())
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{
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff | SF_DepthMaskOff);
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state.SetDepthFunc(DF_Less);
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state.SetDepthMask(false); // don't write to Z-buffer!
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DrawPortalStencil(state, STP_Stencil);
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// Clear Z-buffer
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state.SetStencil(1, SOP_Keep, SF_ColorMaskOff);
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state.SetStencil(1, SOP_Keep); // draw sky into stencil. This stage doesn't modify the stencil.
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state.SetDepthMask(true); // enable z-buffer again
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state.SetDepthRange(1, 1);
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state.SetDepthFunc(DF_Always);
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DrawPortalStencil(state, STP_DepthClear);
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// set normal drawing mode
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state.EnableTexture(true);
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state.SetStencil(1, SOP_Keep, SF_AllOn);
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state.SetDepthRange(0, 1);
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state.SetDepthFunc(DF_Less);
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state.SetColorMask(true);
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state.SetEffect(EFF_NONE);
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}
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else
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{
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// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
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// Note: We must draw the stencil with z-write enabled here because there is no second pass!
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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state.SetDepthFunc(DF_Less);
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state.SetDepthMask(true);
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DrawPortalStencil(state, STP_AllInOne);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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state.EnableDepthTest(false);
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state.SetStencil(1, SOP_Keep); // draw sky into stencil. This stage doesn't modify the stencil.
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state.EnableTexture(true);
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state.SetColorMask(true);
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state.SetEffect(EFF_NONE);
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state.EnableDepthTest(false);
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state.SetDepthMask(false); // don't write to Z-buffer!
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}
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screen->stencilValue++;
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}
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else
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{
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if (!NeedDepthBuffer())
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{
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state.SetStencil(0, SOP_Keep, SF_DepthMaskOff);
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state.SetDepthMask(false);
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state.EnableDepthTest(false);
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}
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}
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@ -259,6 +267,12 @@ void HWPortal::SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil
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savedvisibility = di->Viewpoint.camera ? di->Viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
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}
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//-----------------------------------------------------------------------------
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//
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// End
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//
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//-----------------------------------------------------------------------------
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void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil)
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{
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Clocker c(PortalAll);
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@ -268,53 +282,73 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
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auto &vp = di->Viewpoint;
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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state.EnableDepthTest(true);
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if (usestencil)
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{
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state.SetColorMask(false); // no graphics
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state.SetEffect(EFF_NONE);
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state.ResetColor();
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state.EnableTexture(false);
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if (needdepth)
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{
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// first step: reset the depth buffer to max. depth
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state.SetStencil(0, SOP_Keep, SF_ColorMaskOff);
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state.SetDepthRange(1, 1); // always
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state.SetDepthFunc(DF_Always); // write the farthest depth value
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DrawPortalStencil(state, STP_DepthClear);
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}
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else
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{
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state.EnableDepthTest(true);
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}
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// second step: restore the depth buffer to the previous values and reset the stencil
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state.SetStencil(0, SOP_Decrement, SF_ColorMaskOff);
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state.SetDepthRange(0, 1);
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthRange(0, 1);
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state.SetStencil(0, SOP_Decrement);
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DrawPortalStencil(state, STP_DepthRestore);
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state.SetDepthFunc(DF_Less);
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state.EnableTexture(true);
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state.SetEffect(EFF_NONE);
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state.SetColorMask(true);
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screen->stencilValue--;
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// restore old stencil op.
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state.SetStencil(0, SOP_Keep);
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}
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else
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{
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if (needdepth)
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{
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state.Clear(CT_Depth);
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}
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else
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{
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state.EnableDepthTest(true);
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state.SetDepthMask(true);
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}
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// This draws a valid z-buffer into the stencil's contents to ensure it
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// doesn't get overwritten by the level's geometry.
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state.ResetColor();
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthRange(0, 1);
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state.SetColorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetRenderStyle(STYLE_Source);
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state.SetStencil(0, SOP_Keep, SF_ColorMaskOff | SF_ColorMaskAlpha); // SSAO needs the alpha channel as a marker.
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if (needdepth) state.Clear(CT_Depth);
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state.SetDepthRange(0, 1);
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state.SetDepthFunc(DF_LEqual);
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DrawPortalStencil(state, STP_DepthRestore);
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state.SetEffect(EFF_NONE);
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state.EnableTexture(true);
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state.SetColorMask(true);
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state.SetDepthFunc(DF_Less);
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}
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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}
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//-----------------------------------------------------------------------------
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//
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//
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@ -328,7 +362,6 @@ void HWScenePortalBase::ClearClipper(HWDrawInfo *di, Clipper *clipper)
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clipper->Clear();
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auto &lines = mOwner->lines;
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// Set the clipper to the minimal visible area
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clipper->SafeAddClipRange(0, 0xffffffff);
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for (unsigned int i = 0; i < lines.Size(); i++)
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@ -409,7 +442,7 @@ int HWLinePortal::ClipPoint(const DVector2 &pos)
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bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
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{
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auto state = mOwner->mState;
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auto state = mState;
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if (state->renderdepth > r_mirror_recursions)
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{
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return false;
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@ -490,7 +523,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
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void HWMirrorPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
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{
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mOwner->mState->MirrorFlag--;
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mState->MirrorFlag--;
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}
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const char *HWMirrorPortal::GetName() { return "Mirror"; }
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@ -513,7 +546,7 @@ const char *HWMirrorPortal::GetName() { return "Mirror"; }
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bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
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{
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// TODO: Handle recursion more intelligently
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auto &state = mOwner->mState;
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auto &state = mState;
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if (state->renderdepth>r_mirror_recursions)
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{
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return false;
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@ -543,7 +576,6 @@ bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *cl
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}
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}
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auto &lines = mOwner->lines;
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for (unsigned i = 0; i < lines.Size(); i++)
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{
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@ -589,10 +621,10 @@ const char *HWLineToLinePortal::GetName() { return "LineToLine"; }
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bool HWSkyboxPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
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{
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auto state = mOwner->mState;
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auto state = mState;
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old_pm = state->PlaneMirrorMode;
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if (mOwner->mState->skyboxrecursion >= 3)
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if (mState->skyboxrecursion >= 3)
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{
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return false;
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}
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@ -631,7 +663,7 @@ void HWSkyboxPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
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{
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rstate.SetDepthClamp(oldclamp);
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auto state = mOwner->mState;
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auto state = mState;
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portal->mFlags &= ~PORTSF_INSKYBOX;
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state->inskybox = false;
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state->skyboxrecursion--;
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@ -699,7 +731,7 @@ void HWSectorStackPortal::SetupCoverage(HWDrawInfo *di)
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//-----------------------------------------------------------------------------
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bool HWSectorStackPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
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{
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auto state = mOwner->mState;
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auto state = mState;
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FSectorPortalGroup *portal = origin;
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auto &vp = di->Viewpoint;
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@ -751,7 +783,7 @@ const char *HWSectorStackPortal::GetName() { return "Sectorstack"; }
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bool HWPlaneMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
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{
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auto state = mOwner->mState;
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auto state = mState;
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if (state->renderdepth > r_mirror_recursions)
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{
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return false;
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@ -781,7 +813,7 @@ bool HWPlaneMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
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void HWPlaneMirrorPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
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{
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auto state = mOwner->mState;
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auto state = mState;
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state->PlaneMirrorFlag--;
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state->PlaneMirrorMode = old_pm;
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std::swap(screen->instack[sector_t::floor], screen->instack[sector_t::ceiling]);
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@ -800,8 +832,8 @@ const char *HWPlaneMirrorPortal::GetName() { return origin->fC() < 0? "Planemirr
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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HWHorizonPortal::HWHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local)
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: HWPortal(s, local)
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HWHorizonPortal::HWHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
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: HWPortal(s, local)
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{
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origin = pt;
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@ -960,7 +992,7 @@ void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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{
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horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
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}
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HWHorizonPortal ceil(mState, &horz, di->Viewpoint, di, true);
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HWHorizonPortal ceil(mState, &horz, di->Viewpoint, true);
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ceil.DrawContents(di, state);
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}
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if (sector->GetTexture(sector_t::floor) != skyflatnum)
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@ -974,7 +1006,7 @@ void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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{
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horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
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}
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HWHorizonPortal floor(mState, &horz, di->Viewpoint, di, true);
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HWHorizonPortal floor(mState, &horz, di->Viewpoint, true);
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floor.DrawContents(di, state);
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}
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}
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@ -1,13 +1,13 @@
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#pragma once
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#include "portal.h"
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#include "tarray.h"
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#include "r_utility.h"
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#include "actor.h"
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#include "hw_drawinfo.h"
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#include "hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hw_renderstate.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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class FSkyVertexBuffer;
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struct GLSkyInfo
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{
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@ -62,11 +62,14 @@ public:
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FPortalSceneState * mState;
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TArray<GLWall> lines;
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HWPortal(FPortalSceneState *s, bool local);
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void SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
void RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
|
||||
virtual ~HWPortal() {}
|
||||
HWPortal(FPortalSceneState *s, bool local = false) : mState(s)
|
||||
{
|
||||
}
|
||||
virtual ~HWPortal() {}
|
||||
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
|
||||
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
|
||||
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
|
||||
virtual line_t *ClipLine() { return nullptr; }
|
||||
virtual void * GetSource() const = 0; // GetSource MUST be implemented!
|
||||
virtual const char *GetName() = 0;
|
||||
virtual bool IsSky() { return false; }
|
||||
|
@ -74,6 +77,8 @@ public:
|
|||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state) = 0;
|
||||
virtual void RenderAttached(HWDrawInfo *di) {}
|
||||
void SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
void RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
|
||||
void AddLine(GLWall * l)
|
||||
{
|
||||
|
@ -83,6 +88,7 @@ public:
|
|||
|
||||
};
|
||||
|
||||
|
||||
struct FPortalSceneState
|
||||
{
|
||||
int MirrorFlag = 0;
|
||||
|
@ -116,37 +122,28 @@ struct FPortalSceneState
|
|||
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil, HWDrawInfo *outer_di);
|
||||
};
|
||||
|
||||
inline HWPortal::HWPortal(FPortalSceneState *s, bool local) : mState(s)
|
||||
{
|
||||
//if (!local) s->portals.Push(this);
|
||||
}
|
||||
|
||||
|
||||
class HWScenePortalBase
|
||||
|
||||
class HWScenePortalBase : public HWPortal
|
||||
{
|
||||
protected:
|
||||
HWPortal *mOwner;
|
||||
HWScenePortalBase(FPortalSceneState *state) : HWPortal(state, false)
|
||||
{
|
||||
|
||||
}
|
||||
public:
|
||||
HWScenePortalBase() {}
|
||||
virtual ~HWScenePortalBase() {}
|
||||
void SetOwner(HWPortal *p) { mOwner = p; }
|
||||
void ClearClipper(HWDrawInfo *di, Clipper *clipper);
|
||||
|
||||
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
|
||||
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
|
||||
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
|
||||
virtual line_t *ClipLine() { return nullptr; }
|
||||
|
||||
virtual bool IsSky() { return false; }
|
||||
virtual bool NeedCap() { return false; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void * GetSource() const = 0; // GetSource MUST be implemented!
|
||||
virtual const char *GetName() = 0;
|
||||
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||
{
|
||||
if (Setup(di, state, di->mClipper))
|
||||
{
|
||||
di->DrawScene(di, DM_PORTAL);
|
||||
Shutdown(di, state);
|
||||
}
|
||||
else state.ClearScreen();
|
||||
}
|
||||
virtual bool Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper) = 0;
|
||||
virtual void Shutdown(HWDrawInfo *di, FRenderState &rstate) {}
|
||||
virtual void RenderAttached(HWDrawInfo *di) {}
|
||||
|
||||
};
|
||||
|
||||
struct HWLinePortal : public HWScenePortalBase
|
||||
|
@ -157,14 +154,14 @@ struct HWLinePortal : public HWScenePortalBase
|
|||
|
||||
angle_t angv1, angv2; // for quick comparisons with a line or subsector
|
||||
|
||||
HWLinePortal(line_t *line)
|
||||
HWLinePortal(FPortalSceneState *state, line_t *line) : HWScenePortalBase(state)
|
||||
{
|
||||
v1 = line->v1;
|
||||
v2 = line->v2;
|
||||
CalcDelta();
|
||||
}
|
||||
|
||||
HWLinePortal(FLinePortalSpan *line)
|
||||
HWLinePortal(FPortalSceneState *state, FLinePortalSpan *line) : HWScenePortalBase(state)
|
||||
{
|
||||
if (line->lines[0]->mType != PORTT_LINKED || line->v1 == nullptr)
|
||||
{
|
||||
|
@ -212,8 +209,8 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWMirrorPortal(line_t * line)
|
||||
: HWLinePortal(line)
|
||||
HWMirrorPortal(FPortalSceneState *state, line_t * line)
|
||||
: HWLinePortal(state, line)
|
||||
{
|
||||
linedef = line;
|
||||
}
|
||||
|
@ -232,8 +229,8 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWLineToLinePortal(FLinePortalSpan *ll)
|
||||
: HWLinePortal(ll)
|
||||
HWLineToLinePortal(FPortalSceneState *state, FLinePortalSpan *ll)
|
||||
: HWLinePortal(state, ll)
|
||||
{
|
||||
glport = ll;
|
||||
}
|
||||
|
@ -256,7 +253,7 @@ protected:
|
|||
public:
|
||||
|
||||
|
||||
HWSkyboxPortal(FSectorPortal * pt)
|
||||
HWSkyboxPortal(FPortalSceneState *state, FSectorPortal * pt) : HWScenePortalBase(state)
|
||||
{
|
||||
portal = pt;
|
||||
}
|
||||
|
@ -277,7 +274,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWSectorStackPortal(FSectorPortalGroup *pt)
|
||||
HWSectorStackPortal(FPortalSceneState *state, FSectorPortalGroup *pt) : HWScenePortalBase(state)
|
||||
{
|
||||
origin = pt;
|
||||
}
|
||||
|
@ -301,7 +298,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWPlaneMirrorPortal(secplane_t * pt)
|
||||
HWPlaneMirrorPortal(FPortalSceneState *state, secplane_t * pt) : HWScenePortalBase(state)
|
||||
{
|
||||
origin = pt;
|
||||
}
|
||||
|
@ -309,34 +306,6 @@ public:
|
|||
};
|
||||
|
||||
|
||||
class HWScenePortal : public HWPortal
|
||||
{
|
||||
public:
|
||||
HWScenePortalBase *mScene;
|
||||
HWScenePortal(FPortalSceneState *state, HWScenePortalBase *handler) : HWPortal(state, false)
|
||||
{
|
||||
mScene = handler;
|
||||
handler->SetOwner(this);
|
||||
}
|
||||
~HWScenePortal() { delete mScene; }
|
||||
virtual void * GetSource() const { return mScene->GetSource(); }
|
||||
virtual const char *GetName() { return mScene->GetName(); }
|
||||
virtual bool IsSky() { return mScene->IsSky(); }
|
||||
virtual bool NeedCap() { return true; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||
{
|
||||
if (mScene->Setup(di, state, di->mClipper))
|
||||
{
|
||||
di->DrawScene(di, DM_PORTAL);
|
||||
mScene->Shutdown(di, state);
|
||||
}
|
||||
else state.ClearScreen();
|
||||
}
|
||||
virtual void RenderAttached(HWDrawInfo *di) { return mScene->RenderAttached(di); }
|
||||
};
|
||||
|
||||
|
||||
struct HWHorizonPortal : public HWPortal
|
||||
{
|
||||
GLHorizonInfo * origin;
|
||||
|
@ -352,8 +321,8 @@ protected:
|
|||
virtual const char *GetName();
|
||||
|
||||
public:
|
||||
|
||||
HWHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local = false);
|
||||
|
||||
HWHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local = false);
|
||||
};
|
||||
|
||||
struct HWEEHorizonPortal : public HWPortal
|
||||
|
@ -369,7 +338,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt, HWDrawInfo *di) : HWPortal(state, false)
|
||||
HWEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt) : HWPortal(state)
|
||||
{
|
||||
portal = pt;
|
||||
}
|
||||
|
|
|
@ -57,7 +57,6 @@ enum EStencilFlags
|
|||
SF_AllOn = 0,
|
||||
SF_ColorMaskOff = 1,
|
||||
SF_DepthMaskOff = 2,
|
||||
SF_ColorMaskAlpha = 4, // hack value for SSAO
|
||||
};
|
||||
|
||||
enum EStencilOp
|
||||
|
@ -507,8 +506,9 @@ public:
|
|||
virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
|
||||
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
|
||||
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
|
||||
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
|
||||
virtual void EnableDrawBufferAttachments(bool on) = 0; // Used by fog boundary drawer.
|
||||
virtual void SetStencil(int offs, int op, int flags) = 0; // Used by portal setup and render hacks.
|
||||
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
|
||||
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
|
||||
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
|
||||
virtual void Clear(int targets) = 0; // not used during normal rendering
|
||||
|
@ -519,6 +519,10 @@ public:
|
|||
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
|
||||
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
|
||||
|
||||
void SetColorMask(bool on)
|
||||
{
|
||||
SetColorMask(on, on, on, on);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -104,9 +104,9 @@ void HWSkyPortal::RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texn
|
|||
state.mModelMatrix.loadIdentity();
|
||||
|
||||
if (!sky2)
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
|
||||
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);
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, ::level.info->skyrotatevector2.X, ::level.info->skyrotatevector2.Z, ::level.info->skyrotatevector2.Y);
|
||||
|
||||
if (sb->faces[5])
|
||||
{
|
||||
|
|
|
@ -498,7 +498,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(horizon);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWHorizonPortal(pstate, horizon, di->Viewpoint, di);
|
||||
portal = new HWHorizonPortal(pstate, horizon, di->Viewpoint);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -509,10 +509,10 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
if (!portal)
|
||||
{
|
||||
// either a regular skybox or an Eternity-style horizon
|
||||
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(pstate, secportal, di);
|
||||
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(pstate, secportal);
|
||||
else
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWSkyboxPortal(secportal));
|
||||
portal = new HWSkyboxPortal(pstate, secportal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
}
|
||||
|
@ -523,7 +523,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(this->portal);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWSectorStackPortal(this->portal));
|
||||
portal = new HWSectorStackPortal(pstate, this->portal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -537,7 +537,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(planemirror);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWPlaneMirrorPortal(planemirror));
|
||||
portal = new HWPlaneMirrorPortal(pstate, planemirror);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -548,7 +548,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(seg->linedef);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWMirrorPortal(seg->linedef));
|
||||
portal = new HWMirrorPortal(pstate, seg->linedef);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -570,7 +570,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
{
|
||||
di->ProcessActorsInPortal(otherside->getPortal()->mGroup, di->in_area);
|
||||
}
|
||||
portal = new HWScenePortal(pstate, new HWLineToLinePortal(lineportal));
|
||||
portal = new HWLineToLinePortal(pstate, lineportal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
|
|
@ -249,7 +249,6 @@ struct FSectorPortal
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
struct GLSectorStackPortal;
|
||||
struct FSectorPortalGroup
|
||||
{
|
||||
DVector2 mDisplacement;
|
||||
|
@ -286,4 +285,4 @@ DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy);
|
|||
void InitPortalGroups();
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue