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https://github.com/ZDoom/gzdoom.git
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- clip sprites to linked sector portal planes.
This is the first part of properly handling those transitions.
This commit is contained in:
parent
990f5a79b4
commit
741f054601
2 changed files with 36 additions and 28 deletions
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@ -107,6 +107,8 @@ void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblend
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CVAR(Bool, gl_nolayer, false, 0)
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static const float LARGE_VALUE = 1e19f;
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//==========================================================================
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//
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//
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@ -218,30 +220,25 @@ void GLSprite::Draw(int pass)
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//gl_SetColor(lightlevel, rel, Colormap, trans);
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unsigned int iter;
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if (lightlist)
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unsigned int iter = lightlist? lightlist->Size() : 1;
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bool clipping = false;
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if (lightlist || topclip != LARGE_VALUE || bottomclip != -LARGE_VALUE)
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{
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iter = lightlist->Size();
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clipping = true;
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gl_RenderState.EnableSplit(true);
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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iter = 1;
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}
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secplane_t bottomp = { { 0, 0, -1. }, bottomclip };
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secplane_t topp = { { 0, 0, -1. }, topclip };
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for (unsigned i = 0; i < iter; i++)
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{
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if (lightlist)
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{
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// set up the light slice
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static secplane_t bottommost = { {0, 0, 1.}, FLT_MAX };
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static secplane_t topmost = { { 0, 0, 1. }, -FLT_MAX };
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secplane_t *topplane = i == 0 ? &topmost : &(*lightlist)[i].plane;
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottommost : &(*lightlist)[i + 1].plane;
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secplane_t *topplane = i == 0 ? &topp : &(*lightlist)[i].plane;
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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FColormap thiscm;
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@ -255,6 +252,10 @@ void GLSprite::Draw(int pass)
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gl_SetColor(thisll, rel, thiscm, trans);
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gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
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}
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else if (clipping)
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{
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gl_RenderState.SetSplitPlanes(topp, bottomp);
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}
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if (!modelframe)
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{
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@ -330,7 +331,7 @@ void GLSprite::Draw(int pass)
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}
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}
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if (lightlist)
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if (clipping)
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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@ -476,12 +477,12 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
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//
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//==========================================================================
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void GLSprite::Process(AActor* thing,sector_t * sector)
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void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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{
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sector_t rs;
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sector_t * rendersector;
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// don't draw the thing that's used as camera (for viewshifts during quakes!)
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if (thing==GLRenderer->mViewActor || (thing == players[consoleplayer].camera && !r_showviewer)) return;
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if (thing == GLRenderer->mViewActor || (thing == players[consoleplayer].camera && !r_showviewer)) return;
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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@ -503,7 +504,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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}
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// If this thing is in a map section that's not in view it can't possibly be visible
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if (!(currentmapsection[thing->subsector->mapsection>>3] & (1 << (thing->subsector->mapsection & 7)))) return;
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if (!(currentmapsection[thing->subsector->mapsection >> 3] & (1 << (thing->subsector->mapsection & 7)))) return;
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
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@ -527,10 +528,10 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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// don't draw first frame of a player missile
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if (thing->flags&MF_MISSILE)
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{
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if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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{
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double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
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if ((thingpos-ViewPos).LengthSquared() < clipdist * clipdist) return;
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double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
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if ((thingpos - ViewPos).LengthSquared() < clipdist * clipdist) return;
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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}
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@ -541,17 +542,19 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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if (clipres == GLPortal::PClip_InFront) return;
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}
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player_t *player=&players[consoleplayer];
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player_t *player = &players[consoleplayer];
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FloatRect r;
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if (sector->sectornum!=thing->Sector->sectornum)
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if (sector->sectornum != thing->Sector->sectornum && !thruportal)
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{
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rendersector=gl_FakeFlat(thing->Sector, &rs, false);
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rendersector = gl_FakeFlat(thing->Sector, &rs, false);
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}
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else
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{
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rendersector=sector;
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rendersector = sector;
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}
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topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->SkyBoxes[sector_t::ceiling]->specialf1;
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bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->SkyBoxes[sector_t::floor]->specialf1;
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x = thingpos.X;
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@ -892,6 +895,8 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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modelframe=NULL;
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gltexture=NULL;
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topclip = LARGE_VALUE;
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bottomclip = -LARGE_VALUE;
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// [BB] Load the texture for round or smooth particles
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if (gl_particles_style)
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@ -334,6 +334,9 @@ public:
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int index;
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int depth;
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float topclip;
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float bottomclip;
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float x,y,z; // needed for sorting!
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float ul,ur;
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@ -354,7 +357,7 @@ public:
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void Draw(int pass);
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void PutSprite(bool translucent);
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void Process(AActor* thing,sector_t * sector);
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void Process(AActor* thing,sector_t * sector, bool thruportal = false);
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void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
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void SetThingColor(PalEntry);
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