gzdoom/src/gl/scene/gl_portal.h

397 lines
8.8 KiB
C
Raw Normal View History

/*
** 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 "gl/gl_intern.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/utility/gl_templates.h"
#include "gl/data/gl_data.h"
class ASkyViewpoint;
struct GLHorizonInfo
{
GLSectorPlane plane;
int lightlevel;
FColormap colormap;
};
struct GLSkyInfo
{
float x_offset[2];
float y_offset; // doubleskies don't have a y-offset
FMaterial * texture[2];
FTextureID skytexno1;
bool mirrored;
bool doublesky;
bool sky2;
PalEntry fadecolor; // if this isn't made part of the dome things will become more complicated when sky fog is used.
bool operator==(const GLSkyInfo & inf)
{
return !memcmp(this, &inf, sizeof(*this));
}
bool operator!=(const GLSkyInfo & inf)
{
return !!memcmp(this, &inf, sizeof(*this));
}
void init(int sky1, PalEntry fadecolor);
};
extern UniqueList<GLSkyInfo> UniqueSkies;
extern UniqueList<GLHorizonInfo> UniqueHorizons;
extern UniqueList<secplane_t> UniquePlaneMirrors;
extern UniqueList<FGLLinePortal> UniqueLineToLines;
struct GLEEHorizonPortal;
class GLPortal
{
static TArray<GLPortal *> portals;
static int recursion;
static unsigned int QueryObject;
protected:
static TArray<float> planestack;
static int MirrorFlag;
static int PlaneMirrorFlag;
static int renderdepth;
public:
static int PlaneMirrorMode;
static int inupperstack;
static int instack[2];
static bool inskybox;
private:
void DrawPortalStencil();
fixed_t savedviewx;
fixed_t savedviewy;
fixed_t savedviewz;
angle_t savedviewangle;
AActor * savedviewactor;
area_t savedviewarea;
bool savedshowviewer;
GLPortal *NextPortal;
TArray<BYTE> savedmapsection;
TArray<unsigned int> mPrimIndices;
protected:
TArray<GLWall> lines;
int level;
GLPortal(bool local = false) { if (!local) portals.Push(this); }
virtual ~GLPortal() { }
bool Start(bool usestencil, bool doquery);
void End(bool usestencil);
virtual void DrawContents()=0;
virtual void * GetSource() const =0; // GetSource MUST be implemented!
void ClearClipper();
virtual bool IsSky() { return false; }
virtual bool NeedCap() { return true; }
virtual bool NeedDepthBuffer() { return true; }
void ClearScreen();
virtual const char *GetName() = 0;
void SaveMapSection();
void RestoreMapSection();
public:
enum
{
PClip_InFront,
PClip_Inside,
PClip_Behind
};
void RenderPortal(bool usestencil, bool doquery)
{
// Start may perform an occlusion query. If that returns 0 there
// is no need to draw the stencil's contents and there's also no
// need to restore the affected area becasue there is none!
if (Start(usestencil, doquery))
{
DrawContents();
End(usestencil);
}
}
void AddLine(GLWall * l)
{
lines.Push(*l);
}
static int GetRecursion()
{
return recursion;
}
virtual int ClipSeg(seg_t *seg) { return PClip_Inside; }
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
virtual int ClipPoint(fixed_t x, fixed_t y) { return PClip_Inside; }
static void BeginScene();
static void StartFrame();
static bool RenderFirstSkyPortal(int recursion);
static void EndFrame();
static GLPortal * FindPortal(const void * src);
};
struct GLLinePortal : public GLPortal
{
// this must be the same as at the start of line_t, so that we can pass in this structure directly to P_ClipLineToPortal.
vertex_t *v1, *v2; // vertices, from v1 to v2
fixed_t dx, dy; // precalculated v2 - v1 for side checking
angle_t angv1, angv2; // for quick comparisons with a line or subsector
GLLinePortal(line_t *line)
{
v1 = line->v1;
v2 = line->v2;
dx = line->fixDx();
dy = line->fixDy();
}
GLLinePortal(FGLLinePortal *line)
{
if (line->reference->mType != PORTT_LINKED)
{
// For non-linked portals we must check the actual linedef.
line_t *lline = line->reference->mDestination;
v1 = lline->v1;
v2 = lline->v2;
dx = lline->fixDy();
dy = lline->fixDy();
}
else
{
// For linked portals we can check the merged span.
v1 = line->v1;
v2 = line->v2;
dx = line->dx;
dy = line->dy;
}
}
line_t *line()
{
vertex_t **pv = &v1;
return reinterpret_cast<line_t*>(pv);
}
virtual int ClipSeg(seg_t *seg);
virtual int ClipSubsector(subsector_t *sub);
virtual int ClipPoint(fixed_t x, fixed_t y);
virtual bool NeedCap() { return false; }
};
struct GLMirrorPortal : public GLLinePortal
{
// mirror portals always consist of single linedefs!
line_t * linedef;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return linedef; }
virtual const char *GetName();
public:
GLMirrorPortal(line_t * line)
: GLLinePortal(line)
{
linedef=line;
}
};
struct GLLineToLinePortal : public GLLinePortal
{
FGLLinePortal *glport;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return glport; }
virtual const char *GetName();
public:
GLLineToLinePortal(FGLLinePortal *ll)
: GLLinePortal(ll)
{
glport = ll;
}
};
struct GLSkyboxPortal : public GLPortal
{
AActor * origin;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual bool IsSky() { return true; }
virtual const char *GetName();
public:
GLSkyboxPortal(AActor * pt)
{
origin=pt;
}
};
struct GLSkyPortal : public GLPortal
{
GLSkyInfo * origin;
friend struct GLEEHorizonPortal;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual bool IsSky() { return true; }
virtual bool NeedDepthBuffer() { return false; }
virtual const char *GetName();
public:
GLSkyPortal(GLSkyInfo * pt, bool local = false)
: GLPortal(local)
{
origin=pt;
}
};
struct GLSectorStackPortal : public GLPortal
{
TArray<subsector_t *> subsectors;
protected:
virtual ~GLSectorStackPortal();
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual bool IsSky() { return true; } // although this isn't a real sky it can be handled as one.
virtual const char *GetName();
FPortal *origin;
public:
GLSectorStackPortal(FPortal *pt)
{
origin=pt;
}
void SetupCoverage();
void AddSubsector(subsector_t *sub)
{
subsectors.Push(sub);
}
};
struct GLPlaneMirrorPortal : public GLPortal
{
protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual const char *GetName();
secplane_t * origin;
public:
GLPlaneMirrorPortal(secplane_t * pt)
{
origin=pt;
}
};
struct GLHorizonPortal : public GLPortal
{
GLHorizonInfo * origin;
friend struct GLEEHorizonPortal;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
GLHorizonPortal(GLHorizonInfo * pt, bool local = false)
: GLPortal(local)
{
origin=pt;
}
};
struct GLEEHorizonPortal : public GLPortal
{
AActor * origin;
protected:
virtual void DrawContents();
virtual void * GetSource() const { return origin; }
virtual bool NeedDepthBuffer() { return false; }
virtual bool NeedCap() { return false; }
virtual const char *GetName();
public:
GLEEHorizonPortal(AActor *pt)
{
origin=pt;
}
};
#endif