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https://github.com/ZDoom/gzdoom.git
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- Simplify the portal code in softpoly somewhat
This commit is contained in:
parent
b0261d9545
commit
16a8d71caf
15 changed files with 138 additions and 259 deletions
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@ -333,19 +333,12 @@ void TriangleBlock::RenderBlock(int x0, int y0, int x1, int y1)
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if (Mask0 == 0 && Mask1 == 0)
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continue;
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// To do: make the stencil test use its own flag for comparison mode instead of abusing the depth test..
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if (!depthTest)
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{
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StencilEqualTest();
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if (Mask0 == 0 && Mask1 == 0)
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continue;
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}
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else
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{
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StencilGreaterEqualTest();
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if (Mask0 == 0 && Mask1 == 0)
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continue;
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StencilEqualTest();
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if (Mask0 == 0 && Mask1 == 0)
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continue;
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if (depthTest)
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{
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DepthTest(args);
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if (Mask0 == 0 && Mask1 == 0)
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continue;
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@ -158,17 +158,14 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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ClearBuffers();
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SetSceneViewport();
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SetupPerspectiveMatrix();
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PolyPortalViewpoint mainViewpoint;
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mainViewpoint.WorldToView = WorldToView;
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mainViewpoint.WorldToClip = WorldToClip;
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PolyPortalViewpoint mainViewpoint = SetupPerspectiveMatrix();
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mainViewpoint.StencilValue = GetNextStencilValue();
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mainViewpoint.PortalPlane = PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f);
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Scene.CurrentViewpoint = &mainViewpoint;
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Scene.Render(&mainViewpoint);
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Skydome.Render(Threads.MainThread(), WorldToView, WorldToClip);
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Scene.RenderTranslucent(&mainViewpoint);
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PlayerSprites.Render(Threads.MainThread());
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Scene.CurrentViewpoint = nullptr;
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if (Viewpoint.camera)
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Viewpoint.camera->renderflags = savedflags;
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@ -213,15 +210,8 @@ void PolyRenderer::SetSceneViewport()
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}
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}
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void PolyRenderer::SetupPerspectiveMatrix()
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PolyPortalViewpoint PolyRenderer::SetupPerspectiveMatrix()
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{
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static bool bDidSetup = false;
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if (!bDidSetup)
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{
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bDidSetup = true;
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}
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// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
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double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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@ -232,9 +222,12 @@ void PolyRenderer::SetupPerspectiveMatrix()
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float ratio = Viewwindow.WidescreenRatio;
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float fovratio = (Viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(Viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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WorldToView =
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PolyPortalViewpoint portalViewpoint;
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portalViewpoint.WorldToView =
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Mat4f::Rotate((float)Viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
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Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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@ -242,7 +235,9 @@ void PolyRenderer::SetupPerspectiveMatrix()
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Mat4f::SwapYZ() *
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Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);
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WorldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * WorldToView;
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portalViewpoint.WorldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * portalViewpoint.WorldToView;
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return portalViewpoint;
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}
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cycle_t PolyCullCycles, PolyOpaqueCycles, PolyMaskedCycles, PolyDrawerWaitCycles;
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@ -30,7 +30,6 @@
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#include "r_utility.h"
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#include "scene/poly_portal.h"
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#include "scene/poly_playersprite.h"
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#include "scene/poly_sky.h"
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#include "scene/poly_light.h"
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#include "swrenderer/r_memory.h"
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#include "poly_renderthread.h"
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@ -38,6 +37,7 @@
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class AActor;
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class DCanvas;
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class PolyPortalViewpoint;
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class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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@ -54,7 +54,9 @@ public:
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void RenderRemainingPlayerSprites();
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static PolyRenderer *Instance();
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PolyPortalViewpoint SetupPerspectiveMatrix();
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uint32_t GetNextStencilValue() { uint32_t value = NextStencilValue; NextStencilValue += 2; return value; }
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bool DontMapLines = false;
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@ -67,16 +69,11 @@ public:
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PolyLightVisibility Light;
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RenderPolyScene Scene;
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Mat4f WorldToView;
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Mat4f WorldToClip;
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private:
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void RenderActorView(AActor *actor, bool dontmaplines);
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void ClearBuffers();
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void SetSceneViewport();
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void SetupPerspectiveMatrix();
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PolySkyDome Skydome;
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RenderPolyPlayerSprites PlayerSprites;
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uint32_t NextStencilValue = 0;
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};
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@ -137,7 +137,7 @@ void PolyCull::CullSubsector(subsector_t *sub)
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}
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// Skip line if entirely behind portal clipping plane
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if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) ||
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if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) &&
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(PortalClipPlane.A * line->v2->fX() + PortalClipPlane.B * line->v2->fY() + PortalClipPlane.D <= 0.0))
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{
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PvsLineVisible[NextPvsLineStart++] = false;
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@ -93,7 +93,7 @@ VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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VSMatrix worldToView;
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worldToView.loadMatrix((PolyRenderer::Instance()->WorldToView * swapYZ).Matrix);
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worldToView.loadMatrix((PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToView * swapYZ).Matrix);
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VSMatrix objectToWorld;
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worldToView.inverseMatrix(objectToWorld);
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@ -36,17 +36,17 @@
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EXTERN_CVAR(Int, r_3dfloors)
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void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling())
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return;
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RenderPolyPlane plane;
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plane.Render(thread, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals);
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plane.Render(thread, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals);
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plane.Render(thread, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals, sectorPortalsStart);
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plane.Render(thread, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals, sectorPortalsStart);
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}
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void RenderPolyPlane::Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
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@ -55,7 +55,7 @@ void RenderPolyPlane::Render(PolyRenderThread *thread, const PolyClipPlane &clip
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}
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else
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{
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RenderPortal(thread, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals);
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RenderPortal(thread, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals, sectorPortalsStart);
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}
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}
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@ -99,7 +99,7 @@ void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const PolyClipPlane
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}
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}
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void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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@ -113,11 +113,11 @@ void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const PolyClipPlane
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return;
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}
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for (auto &p : sectorPortals)
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for (size_t i = sectorPortalsStart; i < sectorPortals.size(); i++)
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{
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if (p->Portal == portal) // To do: what other criteria do we need to check for?
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if (sectorPortals[i]->Portal == portal) // To do: what other criteria do we need to check for?
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{
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polyportal = p.get();
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polyportal = sectorPortals[i].get();
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break;
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}
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}
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@ -57,12 +57,12 @@ private:
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class RenderPolyPlane
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{
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public:
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static void RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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static void RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart);
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private:
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void Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart);
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void RenderPortal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
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void RenderPortal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals, size_t sectorPortalsStart);
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void RenderNormal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight);
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void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight);
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@ -255,7 +255,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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if (renderHUDModel)
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{
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PolyRenderHUDModel(thread, PolyRenderer::Instance()->WorldToClip, PolyClipPlane(), 1, pspr, (float)sx, (float)sy);
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PolyRenderHUDModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, PolyClipPlane(), 1, pspr, (float)sx, (float)sy);
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return;
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}
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@ -46,31 +46,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
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SaveGlobals();
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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// To do: get this information from PolyRenderer instead of duplicating the code..
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
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float ratio = viewwindow.WidescreenRatio;
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float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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Mat4f worldToView =
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Mat4f::Rotate((float)viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
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Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) *
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Mat4f::SwapYZ() *
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Mat4f::Translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
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Mat4f worldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * worldToView;
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PortalViewpoint = PolyPortalViewpoint();
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PortalViewpoint.WorldToView = worldToView;
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PortalViewpoint.WorldToClip = worldToClip;
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PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix();
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PortalViewpoint.StencilValue = StencilValue;
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PortalViewpoint.PortalPlane = PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f);
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PortalViewpoint.PortalDepth = portalDepth;
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RestoreGlobals();
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}
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void PolyDrawSectorPortal::RenderTranslucent()
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{
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if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE)
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return;
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SaveGlobals();
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PolyRenderer::Instance()->Scene.RenderTranslucent(&PortalViewpoint);
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RestoreGlobals();
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}
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void PolyDrawSectorPortal::SaveGlobals()
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{
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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savedextralight = viewpoint.extralight;
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savedpos = viewpoint.Pos;
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savedangles = viewpoint.Angles;
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//savedvisibility = PolyRenderer::Instance()->Light.GetVisibility();
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savedcamera = viewpoint.camera;
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savedsector = viewpoint.sector;
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SavedViewpoint = viewpoint;
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SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
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if (Portal->mType == PORTS_SKYVIEWPOINT)
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{
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@ -111,7 +71,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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viewpoint.extralight = 0;
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//PolyRenderer::Instance()->Light.SetVisibility(sky->args[0] * 0.25f);
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viewpoint.Pos = sky->InterpolatedPosition(viewpoint.TicFrac);
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viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
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viewpoint.Angles.Yaw = SavedViewpoint.Angles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
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}
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else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL)
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{
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@ -137,12 +97,18 @@ void PolyDrawSectorPortal::RestoreGlobals()
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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viewpoint.camera = savedcamera;
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viewpoint.sector = savedsector;
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viewpoint.Pos = savedpos;
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viewpoint = SavedViewpoint;
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if (viewpoint.camera)
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{
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if (SavedInvisibility)
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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else
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viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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}
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//PolyRenderer::Instance()->Light.SetVisibility(savedvisibility);
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viewpoint.extralight = savedextralight;
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viewpoint.Angles = savedangles;
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R_SetViewAngle(viewpoint, viewwindow);
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}
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@ -162,33 +128,10 @@ void PolyDrawLinePortal::Render(int portalDepth)
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{
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SaveGlobals();
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// To do: get this information from PolyRenderer instead of duplicating the code..
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
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float ratio = viewwindow.WidescreenRatio;
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float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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Mat4f worldToView =
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Mat4f::Rotate((float)viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
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Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) *
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Mat4f::SwapYZ() *
|
||||
Mat4f::Translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
|
||||
if (Mirror)
|
||||
worldToView = Mat4f::Scale(-1.0f, 1.0f, 1.0f) * worldToView;
|
||||
Mat4f worldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * worldToView;
|
||||
|
||||
// Find portal destination line and make sure it faces the right way
|
||||
line_t *clipLine = Portal ? Portal->mDestination : Mirror;
|
||||
DVector2 pt1 = clipLine->v1->fPos() - viewpoint.Pos;
|
||||
DVector2 pt2 = clipLine->v2->fPos() - viewpoint.Pos;
|
||||
DVector2 pt1 = clipLine->v1->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
|
||||
DVector2 pt2 = clipLine->v2->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
|
||||
bool backfacing = (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0);
|
||||
vertex_t *v1 = backfacing ? clipLine->v1 : clipLine->v2;
|
||||
vertex_t *v2 = backfacing ? clipLine->v2 : clipLine->v1;
|
||||
|
@ -207,39 +150,24 @@ void PolyDrawLinePortal::Render(int portalDepth)
|
|||
Segments.clear();
|
||||
Segments.push_back({ angle1, angle2 });*/
|
||||
|
||||
PortalViewpoint = PolyPortalViewpoint();
|
||||
PortalViewpoint.WorldToView = worldToView;
|
||||
PortalViewpoint.WorldToClip = worldToClip;
|
||||
PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix();
|
||||
PortalViewpoint.StencilValue = StencilValue;
|
||||
PortalViewpoint.PortalPlane = portalPlane;
|
||||
PortalViewpoint.PortalDepth = portalDepth;
|
||||
PortalViewpoint.LastPortalLine = clipLine;
|
||||
PortalViewpoint.PortalEnterLine = clipLine;
|
||||
|
||||
PolyRenderer::Instance()->Scene.Render(&PortalViewpoint);
|
||||
|
||||
RestoreGlobals();
|
||||
}
|
||||
|
||||
void PolyDrawLinePortal::RenderTranslucent()
|
||||
{
|
||||
SaveGlobals();
|
||||
PolyRenderer::Instance()->Scene.RenderTranslucent(&PortalViewpoint);
|
||||
RestoreGlobals();
|
||||
}
|
||||
|
||||
void PolyDrawLinePortal::SaveGlobals()
|
||||
{
|
||||
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
|
||||
|
||||
savedextralight = viewpoint.extralight;
|
||||
savedpos = viewpoint.Pos;
|
||||
savedangles = viewpoint.Angles;
|
||||
savedcamera = viewpoint.camera;
|
||||
savedsector = viewpoint.sector;
|
||||
savedinvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
|
||||
savedViewPath[0] = viewpoint.Path[0];
|
||||
savedViewPath[1] = viewpoint.Path[1];
|
||||
SavedViewpoint = viewpoint;
|
||||
SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
|
||||
|
||||
if (Mirror)
|
||||
{
|
||||
|
@ -290,27 +218,35 @@ void PolyDrawLinePortal::SaveGlobals()
|
|||
P_TranslatePortalXY(src, viewpoint.Path[0].X, viewpoint.Path[0].Y);
|
||||
P_TranslatePortalXY(src, viewpoint.Path[1].X, viewpoint.Path[1].Y);
|
||||
|
||||
if (viewpoint.camera && !viewpoint.showviewer)
|
||||
viewpoint.camera->renderflags |= RF_INVISIBLE;
|
||||
|
||||
/* What is this code trying to do?
|
||||
if (viewpoint.camera)
|
||||
{
|
||||
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
if (!viewpoint.showviewer && viewpoint.camera && P_PointOnLineSidePrecise(viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(viewpoint.Path[1], dst))
|
||||
{
|
||||
double distp = (viewpoint.Path[0] - viewpoint.Path[1]).Length();
|
||||
if (distp > EQUAL_EPSILON)
|
||||
if (!viewpoint.showviewer && P_PointOnLineSidePrecise(viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(viewpoint.Path[1], dst))
|
||||
{
|
||||
double dist1 = (viewpoint.Pos - viewpoint.Path[0]).Length();
|
||||
double dist2 = (viewpoint.Pos - viewpoint.Path[1]).Length();
|
||||
|
||||
if (dist1 + dist2 < distp + 1)
|
||||
double distp = (viewpoint.Path[0] - viewpoint.Path[1]).Length();
|
||||
if (distp > EQUAL_EPSILON)
|
||||
{
|
||||
viewpoint.camera->renderflags |= RF_INVISIBLE;
|
||||
double dist1 = (viewpoint.Pos - viewpoint.Path[0]).Length();
|
||||
double dist2 = (viewpoint.Pos - viewpoint.Path[1]).Length();
|
||||
|
||||
if (dist1 + dist2 < distp + 1)
|
||||
{
|
||||
viewpoint.camera->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
viewpoint.camera = nullptr;
|
||||
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
|
||||
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
|
||||
if (Mirror)
|
||||
|
@ -321,20 +257,17 @@ void PolyDrawLinePortal::RestoreGlobals()
|
|||
{
|
||||
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
|
||||
|
||||
viewpoint = SavedViewpoint;
|
||||
|
||||
if (viewpoint.camera)
|
||||
{
|
||||
if (savedinvisibility)
|
||||
if (SavedInvisibility)
|
||||
viewpoint.camera->renderflags |= RF_INVISIBLE;
|
||||
else
|
||||
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
|
||||
}
|
||||
viewpoint.camera = savedcamera;
|
||||
viewpoint.sector = savedsector;
|
||||
viewpoint.Pos = savedpos;
|
||||
viewpoint.extralight = savedextralight;
|
||||
viewpoint.Angles = savedangles;
|
||||
viewpoint.Path[0] = savedViewPath[0];
|
||||
viewpoint.Path[1] = savedViewPath[1];
|
||||
|
||||
R_SetViewAngle(viewpoint, viewwindow);
|
||||
|
||||
if (Mirror)
|
||||
|
|
|
@ -44,7 +44,6 @@ public:
|
|||
PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling);
|
||||
|
||||
void Render(int portalDepth);
|
||||
void RenderTranslucent();
|
||||
|
||||
FSectorPortal *Portal = nullptr;
|
||||
uint32_t StencilValue = 0;
|
||||
|
@ -58,12 +57,8 @@ private:
|
|||
bool Ceiling;
|
||||
PolyPortalViewpoint PortalViewpoint;
|
||||
|
||||
int savedextralight;
|
||||
DVector3 savedpos;
|
||||
DRotator savedangles;
|
||||
//double savedvisibility;
|
||||
AActor *savedcamera;
|
||||
sector_t *savedsector;
|
||||
FRenderViewpoint SavedViewpoint;
|
||||
bool SavedInvisibility;
|
||||
};
|
||||
|
||||
class PolyDrawLinePortal
|
||||
|
@ -73,7 +68,6 @@ public:
|
|||
PolyDrawLinePortal(line_t *mirror);
|
||||
|
||||
void Render(int portalDepth);
|
||||
void RenderTranslucent();
|
||||
|
||||
FLinePortal *Portal = nullptr;
|
||||
line_t *Mirror = nullptr;
|
||||
|
@ -87,11 +81,6 @@ private:
|
|||
|
||||
PolyPortalViewpoint PortalViewpoint;
|
||||
|
||||
int savedextralight;
|
||||
DVector3 savedpos;
|
||||
DRotator savedangles;
|
||||
AActor *savedcamera;
|
||||
sector_t *savedsector;
|
||||
bool savedinvisibility;
|
||||
DVector3 savedViewPath[2];
|
||||
FRenderViewpoint SavedViewpoint;
|
||||
bool SavedInvisibility;
|
||||
};
|
||||
|
|
|
@ -84,7 +84,10 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
|
|||
CurrentViewpoint->SectorPortalsEnd = thread->SectorPortals.size();
|
||||
CurrentViewpoint->LinePortalsEnd = thread->LinePortals.size();
|
||||
|
||||
Skydome.Render(thread, CurrentViewpoint->WorldToView, CurrentViewpoint->WorldToClip);
|
||||
|
||||
RenderPortals();
|
||||
RenderTranslucent();
|
||||
|
||||
CurrentViewpoint = oldviewpoint;
|
||||
}
|
||||
|
@ -155,14 +158,14 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
|
|||
}
|
||||
|
||||
Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
|
||||
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
|
||||
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
|
||||
}
|
||||
else
|
||||
{
|
||||
PolyTransferHeights fakeflat(sub);
|
||||
|
||||
Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
|
||||
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
|
||||
RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
|
||||
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
|
@ -233,7 +236,7 @@ void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t
|
|||
sub->flags |= SSECF_DRAWN;
|
||||
}
|
||||
|
||||
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LastPortalLine);
|
||||
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -312,15 +315,16 @@ void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg
|
|||
}
|
||||
|
||||
// Render wall, and update culling info if its an occlusion blocker
|
||||
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LastPortalLine);
|
||||
RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderPortals()
|
||||
{
|
||||
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
|
||||
|
||||
bool foggy = false;
|
||||
if (CurrentViewpoint->PortalDepth < r_portal_recursions)
|
||||
bool enterPortals = CurrentViewpoint->PortalDepth < r_portal_recursions;
|
||||
|
||||
if (enterPortals)
|
||||
{
|
||||
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
|
||||
thread->SectorPortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
|
||||
|
@ -328,86 +332,51 @@ void RenderPolyScene::RenderPortals()
|
|||
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
|
||||
thread->LinePortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
|
||||
}
|
||||
else // Fill with black
|
||||
|
||||
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
|
||||
args.SetWriteColor(!enterPortals);
|
||||
args.SetDepthTest(false);
|
||||
|
||||
if (!enterPortals) // Fill with black
|
||||
{
|
||||
PolyDrawArgs args;
|
||||
bool foggy = false;
|
||||
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true);
|
||||
args.SetColor(0, 0);
|
||||
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
|
||||
args.SetStyle(TriBlendMode::FillOpaque);
|
||||
args.SetColor(0, 0);
|
||||
}
|
||||
|
||||
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
|
||||
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
|
||||
{
|
||||
const auto &portal = thread->SectorPortals[i];
|
||||
args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue);
|
||||
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
const auto &portal = thread->SectorPortals[i];
|
||||
args.SetStencilTestValue(portal->StencilValue);
|
||||
args.SetWriteStencil(true, portal->StencilValue + 1);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
|
||||
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
|
||||
{
|
||||
const auto &portal = thread->LinePortals[i];
|
||||
args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue);
|
||||
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
const auto &portal = thread->LinePortals[i];
|
||||
args.SetStencilTestValue(portal->StencilValue);
|
||||
args.SetWriteStencil(true, portal->StencilValue + 1);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
|
||||
void RenderPolyScene::RenderTranslucent()
|
||||
{
|
||||
PolyPortalViewpoint *oldviewpoint = CurrentViewpoint;
|
||||
CurrentViewpoint = viewpoint;
|
||||
|
||||
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
|
||||
|
||||
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
|
||||
|
||||
if (CurrentViewpoint->PortalDepth < r_portal_recursions)
|
||||
{
|
||||
for (size_t i = CurrentViewpoint->SectorPortalsEnd; i > CurrentViewpoint->SectorPortalsStart; i--)
|
||||
{
|
||||
auto &portal = thread->SectorPortals[i - 1];
|
||||
portal->RenderTranslucent();
|
||||
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetStencilTestValue(portal->StencilValue + 1);
|
||||
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
|
||||
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.SetWriteColor(false);
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = CurrentViewpoint->LinePortalsEnd; i > CurrentViewpoint->LinePortalsStart; i--)
|
||||
{
|
||||
auto &portal = thread->LinePortals[i - 1];
|
||||
portal->RenderTranslucent();
|
||||
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetStencilTestValue(portal->StencilValue + 1);
|
||||
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
|
||||
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.SetWriteColor(false);
|
||||
args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
|
||||
PolyMaskedCycles.Clock();
|
||||
|
@ -427,8 +396,6 @@ void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
|
|||
}
|
||||
|
||||
PolyMaskedCycles.Unclock();
|
||||
|
||||
CurrentViewpoint = oldviewpoint;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -32,6 +32,7 @@
|
|||
#include "polyrenderer/math/gpu_types.h"
|
||||
#include "poly_playersprite.h"
|
||||
#include "poly_cull.h"
|
||||
#include "poly_sky.h"
|
||||
|
||||
class PolyTranslucentObject
|
||||
{
|
||||
|
@ -63,7 +64,7 @@ public:
|
|||
uint32_t StencilValue = 0;
|
||||
int PortalDepth = 0;
|
||||
|
||||
line_t *LastPortalLine = nullptr;
|
||||
line_t *PortalEnterLine = nullptr;
|
||||
|
||||
size_t ObjectsStart = 0;
|
||||
size_t ObjectsEnd = 0;
|
||||
|
@ -81,7 +82,6 @@ public:
|
|||
~RenderPolyScene();
|
||||
|
||||
void Render(PolyPortalViewpoint *viewpoint);
|
||||
void RenderTranslucent(PolyPortalViewpoint *viewpoint);
|
||||
|
||||
static const uint32_t SkySubsectorDepth = 0x7fffffff;
|
||||
|
||||
|
@ -89,6 +89,7 @@ public:
|
|||
|
||||
private:
|
||||
void RenderPortals();
|
||||
void RenderTranslucent();
|
||||
void RenderSectors();
|
||||
void RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth);
|
||||
void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||
|
@ -100,6 +101,7 @@ private:
|
|||
static int PointOnSide(const DVector2 &pos, const node_t *node);
|
||||
|
||||
PolyCull Cull;
|
||||
PolySkyDome Skydome;
|
||||
};
|
||||
|
||||
enum class PolyWaterFakeSide
|
||||
|
|
|
@ -83,7 +83,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const PolyClipPlane &cli
|
|||
{
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
|
||||
PolyRenderModel(thread, PolyRenderer::Instance()->WorldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
|
||||
PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -40,7 +40,7 @@
|
|||
EXTERN_CVAR(Bool, r_drawmirrors)
|
||||
EXTERN_CVAR(Bool, r_fogboundary)
|
||||
|
||||
bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine)
|
||||
bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, size_t linePortalsStart, line_t *portalEnterLine)
|
||||
{
|
||||
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
||||
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
||||
|
@ -52,7 +52,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &c
|
|||
PolyDrawLinePortal *polyportal = nullptr;
|
||||
if (line->backsector == nullptr && line->linedef && line->sidedef == line->linedef->sidedef[0] && (line->linedef->special == Line_Mirror && r_drawmirrors))
|
||||
{
|
||||
if (lastPortalLine == line->linedef ||
|
||||
if (portalEnterLine == line->linedef ||
|
||||
(line->linedef->v1->fX() * clipPlane.A + line->linedef->v1->fY() * clipPlane.B + clipPlane.D <= 0.0f) ||
|
||||
(line->linedef->v2->fX() * clipPlane.A + line->linedef->v2->fY() * clipPlane.B + clipPlane.D <= 0.0f))
|
||||
{
|
||||
|
@ -64,7 +64,7 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &c
|
|||
}
|
||||
else if (line->linedef && line->linedef->isVisualPortal())
|
||||
{
|
||||
if (lastPortalLine == line->linedef ||
|
||||
if (portalEnterLine == line->linedef ||
|
||||
(line->linedef->v1->fX() * clipPlane.A + line->linedef->v1->fY() * clipPlane.B + clipPlane.D <= 0.0f) ||
|
||||
(line->linedef->v2->fX() * clipPlane.A + line->linedef->v2->fY() * clipPlane.B + clipPlane.D <= 0.0f))
|
||||
{
|
||||
|
@ -72,11 +72,11 @@ bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const PolyClipPlane &c
|
|||
}
|
||||
|
||||
FLinePortal *portal = line->linedef->getPortal();
|
||||
for (auto &p : linePortals)
|
||||
for (size_t i = linePortalsStart; i < linePortals.size(); i++)
|
||||
{
|
||||
if (p->Portal == portal) // To do: what other criterias do we need to check for?
|
||||
if (linePortals[i]->Portal == portal) // To do: what other criteria do we need to check for?
|
||||
{
|
||||
polyportal = p.get();
|
||||
polyportal = linePortals[i].get();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -322,7 +322,6 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipP
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(Colormap, GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
if (Texture && !Polyportal)
|
||||
args.SetTexture(Texture, DefaultRenderStyle());
|
||||
args.SetClipPlane(0, clipPlane);
|
||||
|
@ -331,6 +330,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipP
|
|||
|
||||
if (FogBoundary)
|
||||
{
|
||||
args.SetStencilTestValue(StencilValue + 1);
|
||||
args.SetStyle(TriBlendMode::FogBoundary);
|
||||
args.SetColor(0xffffffff, 254);
|
||||
args.SetDepthTest(true);
|
||||
|
@ -343,6 +343,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipP
|
|||
|
||||
if (Polyportal)
|
||||
{
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
args.SetWriteStencil(true, Polyportal->StencilValue);
|
||||
args.SetWriteColor(false);
|
||||
args.SetWriteDepth(false);
|
||||
|
@ -351,6 +352,7 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipP
|
|||
}
|
||||
else if (!Masked)
|
||||
{
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
args.SetWriteStencil(true, StencilValue + 1);
|
||||
args.SetStyle(TriBlendMode::TextureOpaque);
|
||||
DrawStripes(thread, args, vertices);
|
||||
|
@ -360,13 +362,14 @@ void RenderPolyWall::Render(PolyRenderThread *thread, const PolyClipPlane &clipP
|
|||
double srcalpha = MIN(Alpha, 1.0);
|
||||
double destalpha = Additive ? 1.0 : 1.0 - srcalpha;
|
||||
args.SetStyle(TriBlendMode::TextureAdd, srcalpha, destalpha);
|
||||
args.SetStencilTestValue(StencilValue + 1);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
DrawStripes(thread, args, vertices);
|
||||
}
|
||||
|
||||
RenderPolyDecal::RenderWallDecals(thread, clipPlane, LineSeg, StencilValue);
|
||||
RenderPolyDecal::RenderWallDecals(thread, clipPlane, LineSeg, StencilValue + 1);
|
||||
}
|
||||
|
||||
void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
|
||||
|
|
|
@ -31,7 +31,7 @@ class PolyCull;
|
|||
class RenderPolyWall
|
||||
{
|
||||
public:
|
||||
static bool RenderLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine);
|
||||
static bool RenderLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, size_t linePortalsStart, line_t *portalEnterLine);
|
||||
static void Render3DFloorLine(PolyRenderThread *thread, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
|
||||
|
||||
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2);
|
||||
|
|
Loading…
Reference in a new issue