- added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this.

This commit is contained in:
Christoph Oelckers 2016-04-14 13:22:15 +02:00
parent 328047ea28
commit a0a530945d
4 changed files with 119 additions and 23 deletions

View file

@ -178,8 +178,8 @@ void GLFlat::DrawSubsector(subsector_t * sub)
{
vertex_t *vt = sub->firstline[k].v1;
ptr->x = vt->fX();
ptr->y = vt->fY();
ptr->z = plane.plane.ZatPoint(vt) + dz;
ptr->y = vt->fY();
ptr->u = vt->fX() / 64.f;
ptr->v = -vt->fY() / 64.f;
ptr++;
@ -252,7 +252,7 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
DrawSubsector(sub);
}
else
else
{
if (vboindex >= 0)
{
@ -305,6 +305,76 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
}
//==========================================================================
//
// special handling for skyboxes which need texture clamping.
// This will find the bounding rectangle of the sector and just
// draw one single polygon filling that rectangle with a clamped
// texture.
//
//==========================================================================
void GLFlat::DrawSkyboxSector(int pass, bool processlights)
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
float minx = FLT_MAX, miny = FLT_MAX;
float maxx = -FLT_MAX, maxy = -FLT_MAX;
for (int i = 0; i < sector->linecount; i++)
{
line_t *ln = sector->lines[i];
float x = ln->v1->fX();
float y = ln->v1->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
x = ln->v2->fX();
y = ln->v2->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
}
float z = plane.plane.ZatPoint(0., 0.) + dz;
ptr->x = minx;
ptr->z = z;
ptr->y = miny;
ptr->u = 0;
ptr->v = 1;
ptr++;
ptr->x = minx;
ptr->z = z;
ptr->y = maxy;
ptr->u = 0;
ptr->v = 0;
ptr++;
ptr->x = maxx;
ptr->z = z;
ptr->y = maxy;
ptr->u = 1;
ptr->v = 0;
ptr++;
ptr->x = maxx;
ptr->z = z;
ptr->y = miny;
ptr->u = 1;
ptr->v = 1;
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
flatvertices += 4;
flatprimitives++;
}
//==========================================================================
//
//
@ -328,10 +398,18 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL:
gl_SetColor(lightlevel, rel, Colormap,1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
gl_RenderState.EnableTextureMatrix(false);
if (sector->special != GLSector_Skybox)
{
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
gl_RenderState.EnableTextureMatrix(false);
}
else
{
gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
}
break;
case GLPASS_LIGHTSONLY:

View file

@ -58,12 +58,6 @@
CVAR(Bool,gl_noskyboxes, false, 0)
extern int skyfog;
enum
{
NoSkyDraw = 89
};
//==========================================================================
//
// Set up the skyinfo struct
@ -254,7 +248,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == NoSkyDraw) return;
if (bs->special == GLSector_NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
@ -344,7 +338,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == NoSkyDraw) return;
if (bs->special == GLSector_NoSkyDraw) return;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
// For lower skies the normal logic only applies to walls with no lower texture!

View file

@ -23,6 +23,11 @@ struct FPortal;
struct FFlatVertex;
struct FGLLinePortal;
enum
{
GLSector_NoSkyDraw = 89,
GLSector_Skybox = 90,
};
enum WallTypes
{
@ -290,6 +295,7 @@ public:
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
void DrawSubsector(subsector_t * sub);
void DrawSubsectorLights(subsector_t * sub, int pass);
void DrawSkyboxSector(int pass, bool processlights);
void DrawSubsectors(int pass, bool processlights, bool istrans);
void ProcessLights(bool istrans);

View file

@ -583,7 +583,23 @@ void GLWall::CheckTexturePosition()
if ((uplft.v == 0.f && uprgt.v == 0.f && lolft.v <= 1.f && lorgt.v <= 1.f) ||
(uplft.v >= 0.f && uprgt.v >= 0.f && lolft.v == 1.f && lorgt.v == 1.f))
{
flags|=GLT_CLAMPY;
flags |= GLT_CLAMPY;
}
// Check if this is marked as a skybox and if so, do the same for x.
// This intentionally only tests the seg's frontsector.
if (seg->frontsector->special == GLSector_Skybox)
{
sub = (float)xs_FloorToInt(uplft.u);
uplft.u -= sub;
uprgt.u -= sub;
lolft.u -= sub;
lorgt.u -= sub;
if ((uplft.u == 0.f && lolft.u == 0.f && uprgt.u <= 1.f && lorgt.u <= 1.f) ||
(uplft.u >= 0.f && lolft.u >= 0.f && uprgt.u == 1.f && lorgt.u == 1.f))
{
flags |= GLT_CLAMPX;
}
}
}
@ -604,6 +620,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
GLSeg glsave=glseg;
float flh=ceilingrefheight-floorrefheight;
int texpos;
BYTE savedflags = flags;
switch (_type)
{
@ -636,16 +653,17 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
}
else
{
CheckTexturePosition();
// Add this wall to the render list
sector_t * sec = sub? sub->sector : seg->frontsector;
CheckTexturePosition();
// Add this wall to the render list
sector_t * sec = sub ? sub->sector : seg->frontsector;
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false);
else SplitWall(sec, false);
}
glseg=glsave;
flags&=~GLT_CLAMPY;
glseg = glsave;
flags = savedflags;
}
@ -837,11 +855,11 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
}
else
{
flags&=~GLT_CLAMPX;
flags &= ~GLT_CLAMPX;
}
if (!wrap)
{
flags|=GLT_CLAMPY;
flags |= GLT_CLAMPY;
}
}
if (mirrory)
@ -1330,7 +1348,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
sector_t * segback;
#ifdef _DEBUG
if (seg->linedef - lines == 904)
if (seg->linedef - lines < 4)
{
int a = 0;
}