// //--------------------------------------------------------------------------- // // 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/system/gl_system.h" #include "p_local.h" #include "vectors.h" #include "c_dispatch.h" #include "doomstat.h" #include "a_sharedglobal.h" #include "r_sky.h" #include "portal.h" #include "p_maputl.h" #include "d_player.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_quaddrawer.h" #include "gl/dynlights/gl_glow.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_clipper.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/stereo3d/scoped_color_mask.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" #include "gl/utility/gl_geometric.h" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // General portal handling code // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- EXTERN_CVAR(Bool, gl_portals) EXTERN_CVAR(Bool, gl_noquery) EXTERN_CVAR(Int, r_mirror_recursions) extern bool r_showviewer; TArray GLPortal::portals; TArray GLPortal::planestack; int GLPortal::recursion; int GLPortal::MirrorFlag; int GLPortal::PlaneMirrorFlag; int GLPortal::renderdepth; int GLPortal::PlaneMirrorMode; GLuint GLPortal::QueryObject; int GLPortal::instack[2]; bool GLPortal::inskybox; UniqueList UniqueSkies; UniqueList UniqueHorizons; UniqueList UniquePlaneMirrors; UniqueList UniqueLineToLines; void gl_RenderActorsInPortal(FGLLinePortal *glport); //========================================================================== // // // //========================================================================== void GLPortal::BeginScene() { UniqueSkies.Clear(); UniqueHorizons.Clear(); UniquePlaneMirrors.Clear(); UniqueLineToLines.Clear(); } //========================================================================== // // // //========================================================================== void GLPortal::ClearScreen() { bool multi = !!glIsEnabled(GL_MULTISAMPLE); gl_MatrixStack.Push(gl_RenderState.mViewMatrix); gl_MatrixStack.Push(gl_RenderState.mProjectionMatrix); gl_RenderState.mViewMatrix.loadIdentity(); gl_RenderState.mProjectionMatrix.ortho(0, SCREENWIDTH, SCREENHEIGHT, 0, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); glDisable(GL_MULTISAMPLE); glDisable(GL_DEPTH_TEST); glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4); glEnable(GL_DEPTH_TEST); gl_MatrixStack.Pop(gl_RenderState.mProjectionMatrix); gl_MatrixStack.Pop(gl_RenderState.mViewMatrix); gl_RenderState.ApplyMatrices(); if (multi) glEnable(GL_MULTISAMPLE); } //----------------------------------------------------------------------------- // // DrawPortalStencil // //----------------------------------------------------------------------------- void GLPortal::DrawPortalStencil() { if (mPrimIndices.Size() == 0) { mPrimIndices.Resize(2 * lines.Size()); for (unsigned int i = 0; i < lines.Size(); i++) { if (gl.buffermethod != BM_DEFERRED) lines[i].MakeVertices(false); mPrimIndices[i * 2] = lines[i].vertindex; mPrimIndices[i * 2 + 1] = lines[i].vertcount; } } gl_RenderState.Apply(); for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2) { GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, mPrimIndices[i], mPrimIndices[i + 1]); } if (NeedCap() && lines.Size() > 1) { GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILTOP_INDEX, 4); GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4); } } //----------------------------------------------------------------------------- // // Start // //----------------------------------------------------------------------------- bool GLPortal::Start(bool usestencil, bool doquery) { rendered_portals++; // PortalAll.Clock(); if (usestencil) { if (!gl_portals) { // PortalAll.Unclock(); return false; } // Create stencil glStencilFunc(GL_EQUAL,recursion,~0); // create stencil glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels { ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer gl_RenderState.SetEffect(EFF_STENCIL); gl_RenderState.EnableTexture(false); gl_RenderState.ResetColor(); glDepthFunc(GL_LESS); gl_RenderState.Apply(); if (NeedDepthBuffer()) { glDepthMask(false); // don't write to Z-buffer! if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain. else if (gl_noquery) doquery = false; // If occlusion query is supported let's use it to avoid rendering portals that aren't visible if (!QueryObject && doquery) glGenQueries(1, &QueryObject); if (QueryObject) { glBeginQuery(GL_SAMPLES_PASSED, QueryObject); } else doquery = false; // some kind of error happened DrawPortalStencil(); glEndQuery(GL_SAMPLES_PASSED); // Clear Z-buffer glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil glDepthMask(true); // enable z-buffer again glDepthRange(1, 1); glDepthFunc(GL_ALWAYS); DrawPortalStencil(); // set normal drawing mode gl_RenderState.EnableTexture(true); glDepthFunc(GL_LESS); // glColorMask(1, 1, 1, 1); gl_RenderState.SetEffect(EFF_NONE); glDepthRange(0, 1); GLuint sampleCount; if (QueryObject) { glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount); if (sampleCount == 0) // not visible { // restore default stencil op. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil PortalAll.Unclock(); return false; } } FDrawInfo::StartDrawInfo(); } else { // No z-buffer is needed therefore we can skip all the complicated stuff that is involved // No occlusion queries will be done here. For these portals the overhead is far greater // than the benefit. // Note: We must draw the stencil with z-write enabled here because there is no second pass! glDepthMask(true); DrawPortalStencil(); glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil gl_RenderState.EnableTexture(true); // glColorMask(1,1,1,1); gl_RenderState.SetEffect(EFF_NONE); glDisable(GL_DEPTH_TEST); glDepthMask(false); // don't write to Z-buffer! } } recursion++; } else { if (NeedDepthBuffer()) { FDrawInfo::StartDrawInfo(); } else { glDepthMask(false); glDisable(GL_DEPTH_TEST); } } // save viewpoint savedViewPos = ViewPos; savedViewActorPos = ViewActorPos; savedshowviewer = r_showviewer; savedAngle = ViewAngle; savedviewactor=GLRenderer->mViewActor; savedviewarea=in_area; savedviewpath[0] = ViewPath[0]; savedviewpath[1] = ViewPath[1]; savedvisibility = camera ? camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0); PrevPortal = GLRenderer->mCurrentPortal; PrevClipPortal = GLRenderer->mClipPortal; GLRenderer->mClipPortal = NULL; // Portals which need this have to set it themselves GLRenderer->mCurrentPortal = this; if (PrevPortal != NULL) PrevPortal->PushState(); // PortalAll.Unclock(); return true; } inline void GLPortal::ClearClipper() { DAngle angleOffset = deltaangle(savedAngle, ViewAngle); clipper.Clear(); static int call=0; // Set the clipper to the minimal visible area clipper.SafeAddClipRange(0,0xffffffff); for (unsigned int i = 0; i < lines.Size(); i++) { DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - savedViewPos).Angle() + angleOffset; DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - savedViewPos).Angle() + angleOffset; if (deltaangle(endAngle, startAngle) < 0) { clipper.SafeRemoveClipRangeRealAngles(startAngle.BAMs(), endAngle.BAMs()); } } // and finally clip it to the visible area angle_t a1 = GLRenderer->FrustumAngle(); if (a1 < ANGLE_180) clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1); // lock the parts that have just been clipped out. clipper.SetSilhouette(); } //----------------------------------------------------------------------------- // // End // //----------------------------------------------------------------------------- void GLPortal::End(bool usestencil) { bool needdepth = NeedDepthBuffer(); PortalAll.Clock(); if (PrevPortal != NULL) PrevPortal->PopState(); GLRenderer->mCurrentPortal = PrevPortal; GLRenderer->mClipPortal = PrevClipPortal; if (usestencil) { if (needdepth) FDrawInfo::EndDrawInfo(); // Restore the old view ViewPath[0] = savedviewpath[0]; ViewPath[1] = savedviewpath[1]; ViewPos = savedViewPos; r_showviewer = savedshowviewer; ViewActorPos = savedViewActorPos; ViewAngle = savedAngle; GLRenderer->mViewActor=savedviewactor; in_area=savedviewarea; if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); { ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(false); gl_RenderState.Apply(); if (needdepth) { // first step: reset the depth buffer to max. depth glDepthRange(1, 1); // always glDepthFunc(GL_ALWAYS); // write the farthest depth value DrawPortalStencil(); } else { glEnable(GL_DEPTH_TEST); } // second step: restore the depth buffer to the previous values and reset the stencil glDepthFunc(GL_LEQUAL); glDepthRange(0, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil DrawPortalStencil(); glDepthFunc(GL_LESS); gl_RenderState.EnableTexture(true); gl_RenderState.SetEffect(EFF_NONE); } // glColorMask(1, 1, 1, 1); recursion--; // restore old stencil op. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil } else { if (needdepth) { FDrawInfo::EndDrawInfo(); glClear(GL_DEPTH_BUFFER_BIT); } else { glEnable(GL_DEPTH_TEST); glDepthMask(true); } // Restore the old view r_showviewer = savedshowviewer; ViewActorPos = savedViewActorPos; ViewPos = savedViewPos; ViewAngle = savedAngle; GLRenderer->mViewActor=savedviewactor; in_area=savedviewarea; if (camera != nullptr) camera->renderflags |= savedvisibility; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); // This draws a valid z-buffer into the stencil's contents to ensure it // doesn't get overwritten by the level's geometry. gl_RenderState.ResetColor(); glDepthFunc(GL_LEQUAL); glDepthRange(0, 1); { ScopedColorMask colorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color gl_RenderState.SetEffect(EFF_STENCIL); gl_RenderState.EnableTexture(false); gl_RenderState.BlendFunc(GL_ONE, GL_ZERO); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.Apply(); DrawPortalStencil(); gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.EnableTexture(true); } glDepthFunc(GL_LESS); } PortalAll.Unclock(); } //----------------------------------------------------------------------------- // // StartFrame // //----------------------------------------------------------------------------- void GLPortal::StartFrame() { GLPortal * p=NULL; portals.Push(p); if (renderdepth==0) { inskybox=false; instack[sector_t::floor]=instack[sector_t::ceiling]=0; } renderdepth++; } //----------------------------------------------------------------------------- // // Portal info // //----------------------------------------------------------------------------- static bool gl_portalinfo; CCMD(gl_portalinfo) { gl_portalinfo = true; } FString indent; //----------------------------------------------------------------------------- // // EndFrame // //----------------------------------------------------------------------------- void GLPortal::EndFrame() { GLPortal * p; if (gl_portalinfo) { Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars()); indent += " "; } // Only use occlusion query if there are more than 2 portals. // Otherwise there's too much overhead. // (And don't forget to consider the separating NULL pointers!) bool usequery = portals.Size() > 2 + (unsigned)renderdepth; while (portals.Pop(p) && p) { if (gl_portalinfo) { Printf("%sProcessing %s, depth = %d, query = %d\n", indent.GetChars(), p->GetName(), renderdepth, usequery); } if (p->lines.Size() > 0) { p->RenderPortal(true, usequery); } delete p; } renderdepth--; if (gl_portalinfo) { indent.Truncate(long(indent.Len()-2)); Printf("%s}\n", indent.GetChars()); if (portals.Size() == 0) gl_portalinfo = false; } } //----------------------------------------------------------------------------- // // Renders one sky portal without a stencil. // In more complex scenes using a stencil for skies can severely stall // the GPU and there's rarely more than one sky visible at a time. // //----------------------------------------------------------------------------- bool GLPortal::RenderFirstSkyPortal(int recursion) { GLPortal * p; GLPortal * best = NULL; unsigned bestindex=0; // Find the one with the highest amount of lines. // Normally this is also the one that saves the largest amount // of time by drawing it before the scene itself. for(int i = portals.Size()-1; i >= 0 && portals[i] != NULL; --i) { p=portals[i]; if (p->lines.Size() > 0 && p->IsSky()) { // Cannot clear the depth buffer inside a portal recursion if (recursion && p->NeedDepthBuffer()) continue; if (!best || p->lines.Size()>best->lines.Size()) { best=p; bestindex=i; } } } if (best) { portals.Delete(bestindex); best->RenderPortal(false, false); delete best; return true; } return false; } //----------------------------------------------------------------------------- // // FindPortal // //----------------------------------------------------------------------------- GLPortal * GLPortal::FindPortal(const void * src) { int i=portals.Size()-1; while (i>=0 && portals[i] && portals[i]->GetSource()!=src) i--; return i>=0? portals[i]:NULL; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLPortal::SaveMapSection() { savedmapsection.Resize(currentmapsection.Size()); memcpy(&savedmapsection[0], ¤tmapsection[0], currentmapsection.Size()); memset(¤tmapsection[0], 0, currentmapsection.Size()); } void GLPortal::RestoreMapSection() { memcpy(¤tmapsection[0], &savedmapsection[0], currentmapsection.Size()); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Skybox Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLSkyboxPortal::DrawContents // //----------------------------------------------------------------------------- static int skyboxrecursion=0; void GLSkyboxPortal::DrawContents() { int old_pm = PlaneMirrorMode; int saved_extralight = extralight; if (skyboxrecursion >= 3) { ClearScreen(); return; } skyboxrecursion++; AActor *origin = portal->mSkybox; portal->mFlags |= PORTSF_INSKYBOX; extralight = 0; PlaneMirrorMode = 0; bool oldclamp = gl_RenderState.SetDepthClamp(false); ViewPos = origin->InterpolatedPosition(r_TicFracF); ViewActorPos = origin->Pos(); ViewAngle += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * r_TicFracF); // Don't let the viewpoint be too close to a floor or ceiling double floorh = origin->Sector->floorplane.ZatPoint(origin->Pos()); double ceilh = origin->Sector->ceilingplane.ZatPoint(origin->Pos()); if (ViewPos.Z < floorh + 4) ViewPos.Z = floorh + 4; if (ViewPos.Z > ceilh - 4) ViewPos.Z = ceilh - 4; GLRenderer->mViewActor = origin; inskybox = true; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); GLRenderer->SetViewArea(); ClearClipper(); int mapsection = R_PointInSubsector(ViewPos)->mapsection; SaveMapSection(); currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7); GLRenderer->DrawScene(DM_PORTAL); portal->mFlags &= ~PORTSF_INSKYBOX; inskybox = false; gl_RenderState.SetDepthClamp(oldclamp); skyboxrecursion--; PlaneMirrorMode = old_pm; extralight = saved_extralight; RestoreMapSection(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Sector stack Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- GLSectorStackPortal::~GLSectorStackPortal() { if (origin != NULL && origin->glportal == this) { origin->glportal = NULL; } } //----------------------------------------------------------------------------- // // GLSectorStackPortal::SetupCoverage // //----------------------------------------------------------------------------- static uint8_t SetCoverage(void *node) { if (numnodes == 0) { return 0; } if (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; uint8_t coverage = SetCoverage(bsp->children[0]) | SetCoverage(bsp->children[1]); gl_drawinfo->no_renderflags[bsp-nodes] = coverage; return coverage; } else { subsector_t *sub = (subsector_t *)((uint8_t *)node - 1); return gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN; } } void GLSectorStackPortal::SetupCoverage() { for(unsigned i=0; iplane; for(int j=0;jportalcoverage[plane].sscount; j++) { subsector_t *dsub = &::subsectors[sub->portalcoverage[plane].subsectors[j]]; currentmapsection[dsub->mapsection>>3] |= 1 << (dsub->mapsection&7); gl_drawinfo->ss_renderflags[dsub-::subsectors] |= SSRF_SEEN; } } SetCoverage(&nodes[numnodes-1]); } //----------------------------------------------------------------------------- // // GLSectorStackPortal::DrawContents // //----------------------------------------------------------------------------- void GLSectorStackPortal::DrawContents() { FPortal *portal = origin; ViewPos += origin->mDisplacement; ViewActorPos += origin->mDisplacement; GLRenderer->mViewActor = NULL; // avoid recursions! if (origin->plane != -1) instack[origin->plane]++; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); SaveMapSection(); SetupCoverage(); ClearClipper(); // If the viewpoint is not within the portal, we need to invalidate the entire clip area. // The portal will re-validate the necessary parts when its subsectors get traversed. subsector_t *sub = R_PointInSubsector(ViewPos); if (!(gl_drawinfo->ss_renderflags[sub - ::subsectors] & SSRF_SEEN)) { clipper.SafeAddClipRange(0, ANGLE_MAX); clipper.SetBlocked(true); } GLRenderer->DrawScene(DM_PORTAL); RestoreMapSection(); if (origin->plane != -1) instack[origin->plane]--; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Plane Mirror Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLPlaneMirrorPortal::DrawContents // //----------------------------------------------------------------------------- void GLPlaneMirrorPortal::DrawContents() { if (renderdepth > r_mirror_recursions) { ClearScreen(); return; } // A plane mirror needs to flip the portal exclusion logic because inside the mirror, up is down and down is up. std::swap(instack[sector_t::floor], instack[sector_t::ceiling]); int old_pm = PlaneMirrorMode; // the player is always visible in a mirror. r_showviewer = true; double planez = origin->ZatPoint(ViewPos); ViewPos.Z = 2 * planez - ViewPos.Z; GLRenderer->mViewActor = NULL; PlaneMirrorMode = origin->fC() < 0 ? -1 : 1; PlaneMirrorFlag++; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); ClearClipper(); gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f); GLRenderer->DrawScene(DM_PORTAL); gl_RenderState.SetClipHeight(0.f, 0.f); PlaneMirrorFlag--; PlaneMirrorMode = old_pm; std::swap(instack[sector_t::floor], instack[sector_t::ceiling]); } void GLPlaneMirrorPortal::PushState() { planestack.Push(gl_RenderState.GetClipHeight()); planestack.Push(gl_RenderState.GetClipHeightDirection()); gl_RenderState.SetClipHeight(0.f, 0.f); } void GLPlaneMirrorPortal::PopState() { float d, f; planestack.Pop(d); planestack.Pop(f); gl_RenderState.SetClipHeight(f, d); } //----------------------------------------------------------------------------- // // Common code for line to line and mirror portals // //----------------------------------------------------------------------------- void GLLinePortal::PushState() { FStateVec4 &v = gl_RenderState.GetClipLine(); planestack.Push(v.vec[0]); planestack.Push(v.vec[1]); planestack.Push(v.vec[2]); planestack.Push(v.vec[3]); planestack.Push(gl_RenderState.GetClipLineState()); gl_RenderState.EnableClipLine(false); } void GLLinePortal::PopState() { FStateVec4 &v = gl_RenderState.GetClipLine(); float e; planestack.Pop(e); planestack.Pop(v.vec[3]); planestack.Pop(v.vec[2]); planestack.Pop(v.vec[1]); planestack.Pop(v.vec[0]); gl_RenderState.EnableClipLine(e != 0); } int GLLinePortal::ClipSeg(seg_t *seg) { line_t *linedef = seg->linedef; if (!linedef) { return PClip_Inside; // should be handled properly. } return P_ClipLineToPortal(linedef, line(), ViewPos) ? PClip_InFront : PClip_Inside; } int GLLinePortal::ClipSubsector(subsector_t *sub) { // this seg is completely behind the mirror! for(unsigned int i=0;inumlines;i++) { if (P_PointOnLineSidePrecise(sub->firstline[i].v1->fPos(), line()) == 0) return PClip_Inside; } return PClip_InFront; } int GLLinePortal::ClipPoint(const DVector2 &pos) { if (P_PointOnLineSidePrecise(pos, line())) { return PClip_InFront; } return PClip_Inside; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Mirror Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // R_EnterMirror // //----------------------------------------------------------------------------- void GLMirrorPortal::DrawContents() { if (renderdepth>r_mirror_recursions) { ClearScreen(); return; } GLRenderer->mClipPortal = this; DAngle StartAngle = ViewAngle; DVector3 StartPos = ViewPos; vertex_t *v1 = linedef->v1; vertex_t *v2 = linedef->v2; // the player is always visible in a mirror. r_showviewer = true; // Reflect the current view behind the mirror. if (linedef->Delta().X == 0) { // vertical mirror ViewPos.X = 2 * v1->fX() - StartPos.X; // Compensation for reendering inaccuracies if (StartPos.X < v1->fX()) ViewPos.X -= 0.1; else ViewPos.X += 0.1; } else if (linedef->Delta().Y == 0) { // horizontal mirror ViewPos.Y = 2*v1->fY() - StartPos.Y; // Compensation for reendering inaccuracies if (StartPos.YfY()) ViewPos.Y -= 0.1; else ViewPos.Y += 0.1; } else { // any mirror--use floats to avoid integer overflow. // Use doubles to avoid losing precision which is very important here. double dx = v2->fX() - v1->fX(); double dy = v2->fY() - v1->fY(); double x1 = v1->fX(); double y1 = v1->fY(); double x = StartPos.X; double y = StartPos.Y; // the above two cases catch len == 0 double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy); ViewPos.X = (x1 + r * dx)*2 - x; ViewPos.Y = (y1 + r * dy)*2 - y; // Compensation for reendering inaccuracies FVector2 v(-dx, dy); v.MakeUnit(); ViewPos.X+= v[1] * renderdepth / 2; ViewPos.Y+= v[0] * renderdepth / 2; } ViewAngle = linedef->Delta().Angle() * 2. - StartAngle; GLRenderer->mViewActor = NULL; MirrorFlag++; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); clipper.Clear(); angle_t af = GLRenderer->FrustumAngle(); if (afv1->GetClipAngle(); angle_t a1 = linedef->v2->GetClipAngle(); clipper.SafeAddClipRange(a1,a2); gl_RenderState.SetClipLine(linedef); gl_RenderState.EnableClipLine(true); GLRenderer->DrawScene(DM_PORTAL); gl_RenderState.EnableClipLine(false); MirrorFlag--; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Line to line Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLLineToLinePortal::DrawContents() { // TODO: Handle recursion more intelligently if (renderdepth>r_mirror_recursions) { ClearScreen(); return; } GLRenderer->mClipPortal = this; line_t *origin = glport->lines[0]->mOrigin; P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y); P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y); P_TranslatePortalAngle(origin, ViewAngle); P_TranslatePortalZ(origin, ViewPos.Z); P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y); P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y); if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination)) { double distp = (ViewPath[0] - ViewPath[1]).Length(); if (distp > EQUAL_EPSILON) { double dist1 = (ViewPos - ViewPath[0]).Length(); double dist2 = (ViewPos - ViewPath[1]).Length(); if (dist1 + dist2 < distp + 1) { camera->renderflags |= RF_MAYBEINVISIBLE; } } } SaveMapSection(); for (unsigned i = 0; i < lines.Size(); i++) { line_t *line = lines[i].seg->linedef->getPortalDestination(); subsector_t *sub; if (line->sidedef[0]->Flags & WALLF_POLYOBJ) sub = R_PointInSubsector(line->v1->fixX(), line->v1->fixY()); else sub = line->frontsector->subsectors[0]; int mapsection = sub->mapsection; currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7); } GLRenderer->mViewActor = nullptr; GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); ClearClipper(); gl_RenderState.SetClipLine(glport->lines[0]->mDestination); gl_RenderState.EnableClipLine(true); GLRenderer->DrawScene(DM_PORTAL); gl_RenderState.EnableClipLine(false); RestoreMapSection(); } void GLLineToLinePortal::RenderAttached() { gl_RenderActorsInPortal(glport); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Horizon Portal // // This simply draws the area in medium sized squares. Drawing it as a whole // polygon creates visible inaccuracies. // // Originally I tried to minimize the amount of data to be drawn but there // are 2 problems with it: // // 1. Setting this up completely negates any performance gains. // 2. It doesn't work with a 360° field of view (as when you are looking up.) // // // So the brute force mechanism is just as good. // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local) : GLPortal(local) { origin = pt; // create the vertex data for this horizon portal. GLSectorPlane * sp = &origin->plane; const float vx = ViewPos.X; const float vy = ViewPos.Y; const float vz = ViewPos.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 (float x = -32768 + vx; x<32768 + vx; x += 4096) { for (float y = -32768 + vy; y<32768 + vy; y += 4096) { 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() { PortalAll.Clock(); FMaterial * gltexture; PalEntry color; player_t * player=&players[consoleplayer]; GLSectorPlane * sp = &origin->plane; gltexture=FMaterial::ValidateTexture(sp->texture, false, true); if (!gltexture) { ClearScreen(); PortalAll.Unclock(); return; } gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z); if (gltexture && gltexture->tex->isFullbright()) { // glowing textures are always drawn full bright without color gl_SetColor(255, 0, origin->colormap, 1.f); gl_SetFog(255, 0, &origin->colormap, false); } else { int rel = getExtraLight(); gl_SetColor(origin->lightlevel, rel, origin->colormap, 1.0f); gl_SetFog(origin->lightlevel, rel, &origin->colormap, false); } gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_SetPlaneTextureRotation(sp, gltexture); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); 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); PortalAll.Unclock(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // 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() { PortalAll.Clock(); 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(&skyinfo, true); sky.DrawContents(); } if (sector->GetTexture(sector_t::ceiling) != skyflatnum) { GLHorizonInfo horz; horz.plane.GetFromSector(sector, sector_t::ceiling); horz.lightlevel = gl_ClampLight(sector->GetCeilingLight()); horz.colormap = sector->ColorMap; if (portal->mType == PORTS_PLANE) { horz.plane.Texheight = ViewPos.Z + fabs(horz.plane.Texheight); } GLHorizonPortal ceil(&horz, true); ceil.DrawContents(); } if (sector->GetTexture(sector_t::floor) != skyflatnum) { GLHorizonInfo horz; horz.plane.GetFromSector(sector, sector_t::floor); horz.lightlevel = gl_ClampLight(sector->GetFloorLight()); horz.colormap = sector->ColorMap; if (portal->mType == PORTS_PLANE) { horz.plane.Texheight = ViewPos.Z - fabs(horz.plane.Texheight); } GLHorizonPortal floor(&horz, true); floor.DrawContents(); } } const char *GLSkyPortal::GetName() { return "Sky"; } const char *GLSkyboxPortal::GetName() { return "Skybox"; } const char *GLSectorStackPortal::GetName() { return "Sectorstack"; } const char *GLPlaneMirrorPortal::GetName() { return "Planemirror"; } const char *GLMirrorPortal::GetName() { return "Mirror"; } const char *GLLineToLinePortal::GetName() { return "LineToLine"; } const char *GLHorizonPortal::GetName() { return "Horizon"; } const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }