mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- cleaned up the clip plane management for portals.
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
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parent
066d5c63e2
commit
09f54b0940
9 changed files with 55 additions and 59 deletions
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@ -10,6 +10,7 @@ This is a simplified version of VSMatrix that has been adjusted for GZDoom's nee
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----------------------------------------------------*/
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----------------------------------------------------*/
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#include <algorithm>
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_system.h"
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#include <math.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdlib.h>
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@ -139,14 +140,9 @@ VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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void
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void
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VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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{
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FLOATTYPE mat[16];
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mMatrix[0] *= x; mMatrix[1] *= x; mMatrix[2] *= x; mMatrix[3] *= x;
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mMatrix[4] *= y; mMatrix[5] *= y; mMatrix[6] *= y; mMatrix[7] *= y;
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setIdentityMatrix(mat,4);
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mMatrix[8] *= z; mMatrix[9] *= z; mMatrix[10] *= z; mMatrix[11] *= z;
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mat[0] = x;
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mat[5] = y;
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mat[10] = z;
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multMatrix(mat);
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}
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}
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@ -48,6 +48,7 @@ class VSMatrix {
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#ifdef USE_DOUBLE
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#ifdef USE_DOUBLE
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void multMatrix(const float *aMatrix);
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void multMatrix(const float *aMatrix);
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#endif
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#endif
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void multVector(FLOATTYPE *aVector);
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void multMatrix(const FLOATTYPE *aMatrix);
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void multMatrix(const FLOATTYPE *aMatrix);
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void multMatrix(const VSMatrix &aMatrix)
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void multMatrix(const VSMatrix &aMatrix)
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{
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{
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@ -92,6 +93,8 @@ class VSMatrix {
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{
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{
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computeNormalMatrix(aMatrix.mMatrix);
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computeNormalMatrix(aMatrix.mMatrix);
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}
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}
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bool inverseMatrix(VSMatrix &result);
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void transpose();
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protected:
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protected:
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static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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@ -86,8 +86,8 @@ void FRenderState::Reset()
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mColormapState = CM_DEFAULT;
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mColormapState = CM_DEFAULT;
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mLightParms[3] = -1.f;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mSpecialEffect = EFF_NONE;
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mClipHeightTop = 65536.f;
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mClipHeight = 0.f;
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mClipHeightBottom = -65536.f;
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mClipHeightDirection = 0.f;
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ClearClipSplit();
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ClearClipSplit();
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stSrcBlend = stDstBlend = -1;
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stSrcBlend = stDstBlend = -1;
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@ -140,8 +140,8 @@ bool FRenderState::ApplyShader()
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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@ -325,3 +325,26 @@ void FRenderState::ApplyLightIndex(int index)
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activeShader->muLightIndex.Set(index);
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activeShader->muLightIndex.Set(index);
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}
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}
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}
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}
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void FRenderState::SetClipHeight(float height, float direction)
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{
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mClipHeight = height;
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mClipHeightDirection = direction;
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if (direction != 0.f)
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{
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if (gl.glslversion >= 1.3f) glEnable(GL_CLIP_DISTANCE0);
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else
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{
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// This does not work. Need someone who understands how glClipPlane works...
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//glEnable(GL_CLIP_PLANE0);
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// Plane mirrors never are slopes.
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//double d[4] = { 0, direction, 0, -direction * height };
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//glClipPlane(GL_CLIP_PLANE0, d);
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}
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}
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else
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{
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if (gl.glslversion >= 1.3f) glDisable(GL_CLIP_DISTANCE0);
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//else glDisable(GL_CLIP_PLANE0);
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}
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}
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@ -63,7 +63,7 @@ class FRenderState
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bool mModelMatrixEnabled;
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bool mModelMatrixEnabled;
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bool mTextureMatrixEnabled;
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bool mTextureMatrixEnabled;
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float mInterpolationFactor;
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float mInterpolationFactor;
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float mClipHeightTop, mClipHeightBottom;
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float mClipHeight, mClipHeightDirection;
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float mShaderTimer;
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float mShaderTimer;
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bool mLastDepthClamp;
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bool mLastDepthClamp;
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@ -135,25 +135,17 @@ public:
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mCurrentVertexBuffer = NULL;
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mCurrentVertexBuffer = NULL;
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}
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}
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void SetClipHeightTop(float clip)
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float GetClipHeight()
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{
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{
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mClipHeightTop = clip;
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return mClipHeight;
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}
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}
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float GetClipHeightTop()
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float GetClipHeightDirection()
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{
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{
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return mClipHeightTop;
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return mClipHeightDirection;
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}
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}
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void SetClipHeightBottom(float clip)
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void SetClipHeight(float height, float direction);
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{
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mClipHeightBottom = clip;
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}
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float GetClipHeightBottom()
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{
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return mClipHeightBottom;
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}
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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{
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{
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@ -438,7 +438,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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{
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, true, true);
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DrawSubsectors(pass, gl.lightmethod != LM_SOFTWARE, true);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.EnableTextureMatrix(false);
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}
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -300,11 +300,9 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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}
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}
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}
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}
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planestack.Push(gl_RenderState.GetClipHeightTop());
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planestack.Push(gl_RenderState.GetClipHeight());
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planestack.Push(gl_RenderState.GetClipHeightBottom());
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planestack.Push(gl_RenderState.GetClipHeightDirection());
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glDisable(GL_CLIP_DISTANCE0);
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gl_RenderState.SetClipHeight(0., 0.);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.SetClipHeightTop(65536.f);
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// save viewpoint
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// save viewpoint
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savedViewPos = ViewPos;
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savedViewPos = ViewPos;
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@ -363,13 +361,10 @@ void GLPortal::End(bool usestencil)
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PortalAll.Clock();
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PortalAll.Clock();
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GLRenderer->mCurrentPortal = NextPortal;
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GLRenderer->mCurrentPortal = NextPortal;
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float f;
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float f, d;
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planestack.Pop(d);
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planestack.Pop(f);
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planestack.Pop(f);
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gl_RenderState.SetClipHeightBottom(f);
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gl_RenderState.SetClipHeight(f, d);
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if (f > -65535.f) glEnable(GL_CLIP_DISTANCE0);
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planestack.Pop(f);
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gl_RenderState.SetClipHeightTop(f);
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if (f < 65535.f) glEnable(GL_CLIP_DISTANCE0);
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if (usestencil)
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if (usestencil)
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{
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{
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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ClearClipper();
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ClearClipper();
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if (PlaneMirrorMode < 0)
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gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0? -1.f : 1.f);
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{
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gl_RenderState.SetClipHeightTop(planez); // ceiling mirror: clip everything with a z lower than the portal's ceiling
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gl_RenderState.SetClipHeightBottom(-65536.f);
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}
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else
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{
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gl_RenderState.SetClipHeightBottom(planez); // floor mirror: clip everything with a z higher than the portal's floor
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gl_RenderState.SetClipHeightTop(65536.f);
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}
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glEnable(GL_CLIP_DISTANCE0);
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GLRenderer->DrawScene();
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GLRenderer->DrawScene();
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glDisable(GL_CLIP_DISTANCE0);
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gl_RenderState.SetClipHeight(0.f, 0.f);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.SetClipHeightTop(65536.f);
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PlaneMirrorFlag--;
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PlaneMirrorFlag--;
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PlaneMirrorMode=old_pm;
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PlaneMirrorMode=old_pm;
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}
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}
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@ -280,8 +280,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muSplitTopPlane.Init(hShader, "uSplitTopPlane");
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muSplitTopPlane.Init(hShader, "uSplitTopPlane");
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muFixedColormap.Init(hShader, "uFixedColormap");
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muFixedColormap.Init(hShader, "uFixedColormap");
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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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muInterpolationFactor.Init(hShader, "uInterpolationFactor");
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muClipHeightTop.Init(hShader, "uClipHeightTop");
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muClipHeight.Init(hShader, "uClipHeight");
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muClipHeightBottom.Init(hShader, "uClipHeightBottom");
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muClipHeightDirection.Init(hShader, "uClipHeightDirection");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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muTimer.Init(hShader, "timer");
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muTimer.Init(hShader, "timer");
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@ -221,8 +221,8 @@ class FShader
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FUniform4f muSplitBottomPlane;
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FUniform4f muSplitBottomPlane;
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FUniform4f muSplitTopPlane;
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FUniform4f muSplitTopPlane;
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FBufferedUniform1f muInterpolationFactor;
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FBufferedUniform1f muInterpolationFactor;
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FBufferedUniform1f muClipHeightTop;
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FBufferedUniform1f muClipHeight;
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FBufferedUniform1f muClipHeightBottom;
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FBufferedUniform1f muClipHeightDirection;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform1f muTimer;
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FBufferedUniform1f muTimer;
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BIN
wadsrc/static/glstuff/gllight.png
Normal file
BIN
wadsrc/static/glstuff/gllight.png
Normal file
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