mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' into asmjit
This commit is contained in:
commit
aa4de71e6d
20 changed files with 289 additions and 165 deletions
1
.gitignore
vendored
1
.gitignore
vendored
|
@ -56,3 +56,4 @@
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|||
/mapfiles_release/*.map
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||||
.DS_Store
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||||
/build_vc2017-32
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/build2
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||||
|
|
|
@ -436,22 +436,29 @@ void FGLRenderState::SetDepthRange(float min, float max)
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glDepthRange(min, max);
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}
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void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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glColorMask(r, g, b, a);
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}
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void FGLRenderState::EnableDrawBufferAttachments(bool on)
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{
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EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
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}
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void FGLRenderState::SetStencil(int offs, int op, int flags)
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void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
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{
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static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
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glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
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bool cmon = !(flags & SF_ColorMaskOff);
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bool cmalpha = cmon || (flags & SF_ColorMaskAlpha);
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glColorMask(cmon, cmon, cmon, cmalpha); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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}
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}
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void FGLRenderState::ToggleState(int state, bool on)
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|
|
|
@ -153,6 +153,7 @@ public:
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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void SetDepthRange(float min, float max) override;
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void SetColorMask(bool r, bool g, bool b, bool a) override;
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void EnableDrawBufferAttachments(bool on) override;
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void SetStencil(int offs, int op, int flags) override;
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void SetCulling(int mode) override;
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|
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|
@ -667,10 +667,10 @@ void HWDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
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auto portal = FindPortal(ptg);
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if (!portal)
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{
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portal = new HWScenePortal(screen->mPortalState, new HWSectorStackPortal(ptg));
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portal = new HWSectorStackPortal(screen->mPortalState, ptg);
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Portals.Push(portal);
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}
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auto ptl = static_cast<HWSectorStackPortal*>(static_cast<HWScenePortal*>(portal)->mScene);
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auto ptl = static_cast<HWSectorStackPortal*>(portal);
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ptl->AddSubsector(sub);
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}
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|
|
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@ -144,7 +144,7 @@ struct HWDrawInfo
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HWDrawInfo * outer = nullptr;
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int FullbrightFlags;
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std::atomic<int> spriteindex;
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HWScenePortalBase *mClipPortal;
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HWPortal *mClipPortal;
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HWPortal *mCurrentPortal;
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//FRotator mAngles;
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Clipper *mClipper;
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|
|
|
@ -201,7 +201,7 @@ public:
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//private:
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void PutWall(HWDrawInfo *di, bool translucent);
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void PutPortal(HWDrawInfo *di, int ptype);
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void PutPortal(HWDrawInfo *di, int ptype, int plane);
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void CheckTexturePosition(FTexCoordInfo *tci);
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||||
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void Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent);
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|
|
|
@ -26,7 +26,6 @@
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|||
*/
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||||
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||||
#include "c_dispatch.h"
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#include "portal.h"
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#include "p_maputl.h"
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#include "hw_portal.h"
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#include "hw_clipper.h"
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|
@ -141,6 +140,14 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
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|||
best = p;
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bestindex = i;
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||||
}
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|
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// If the portal area contains the current camera viewpoint, let's always use it because it's likely to give the largest area.
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||||
if (p->boundingBox.contains(outer_di->Viewpoint.Pos))
|
||||
{
|
||||
best = p;
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||||
bestindex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -172,13 +179,14 @@ void HWPortal::DrawPortalStencil(FRenderState &state, int pass)
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|||
if (mPrimIndices.Size() == 0)
|
||||
{
|
||||
mPrimIndices.Resize(2 * lines.Size());
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < lines.Size(); i++)
|
||||
{
|
||||
mPrimIndices[i * 2] = lines[i].vertindex;
|
||||
mPrimIndices[i * 2 + 1] = lines[i].vertcount;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2)
|
||||
{
|
||||
state.Draw(DT_TriangleFan, mPrimIndices[i], mPrimIndices[i + 1], i == 0);
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||||
|
@ -187,12 +195,32 @@ void HWPortal::DrawPortalStencil(FRenderState &state, int pass)
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|||
{
|
||||
// The cap's depth handling needs special treatment so that it won't block further portal caps.
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||||
if (pass == STP_DepthRestore) state.SetDepthRange(1, 1);
|
||||
state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
|
||||
state.Draw(DT_TriangleFan, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
|
||||
|
||||
if (planesused & (1 << sector_t::floor))
|
||||
{
|
||||
auto verts = screen->mVertexData->AllocVertices(4);
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||||
auto ptr = verts.first;
|
||||
ptr[0].Set((float)boundingBox.left, -32767.f, (float)boundingBox.top, 0, 0);
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ptr[1].Set((float)boundingBox.right, -32767.f, (float)boundingBox.top, 0, 0);
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ptr[2].Set((float)boundingBox.left, -32767.f, (float)boundingBox.bottom, 0, 0);
|
||||
ptr[3].Set((float)boundingBox.right, -32767.f, (float)boundingBox.bottom, 0, 0);
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||||
state.Draw(DT_TriangleStrip, verts.second, 4, false);
|
||||
}
|
||||
if (planesused & (1 << sector_t::ceiling))
|
||||
{
|
||||
auto verts = screen->mVertexData->AllocVertices(4);
|
||||
auto ptr = verts.first;
|
||||
ptr[0].Set((float)boundingBox.left, 32767.f, (float)boundingBox.top, 0, 0);
|
||||
ptr[1].Set((float)boundingBox.right, 32767.f, (float)boundingBox.top, 0, 0);
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||||
ptr[2].Set((float)boundingBox.left, 32767.f, (float)boundingBox.bottom, 0, 0);
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||||
ptr[3].Set((float)boundingBox.right, 32767.f, (float)boundingBox.bottom, 0, 0);
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||||
state.Draw(DT_TriangleStrip, verts.second, 4, false);
|
||||
}
|
||||
if (pass == STP_DepthRestore) state.SetDepthRange(0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Start
|
||||
|
@ -204,53 +232,60 @@ void HWPortal::SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil
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|||
Clocker c(PortalAll);
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||||
|
||||
rendered_portals++;
|
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|
||||
if (usestencil)
|
||||
{
|
||||
// Create stencil
|
||||
// Create stencil
|
||||
state.SetStencil(0, SOP_Increment); // create stencil, increment stencil of valid pixels
|
||||
state.SetColorMask(false);
|
||||
state.SetEffect(EFF_STENCIL);
|
||||
state.EnableTexture(false);
|
||||
state.ResetColor();
|
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|
||||
state.SetDepthFunc(DF_Less);
|
||||
|
||||
if (NeedDepthBuffer())
|
||||
{
|
||||
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff | SF_DepthMaskOff);
|
||||
state.SetDepthFunc(DF_Less);
|
||||
state.SetDepthMask(false); // don't write to Z-buffer!
|
||||
|
||||
DrawPortalStencil(state, STP_Stencil);
|
||||
|
||||
|
||||
// Clear Z-buffer
|
||||
state.SetStencil(1, SOP_Keep, SF_ColorMaskOff);
|
||||
state.SetStencil(1, SOP_Keep); // draw sky into stencil. This stage doesn't modify the stencil.
|
||||
state.SetDepthMask(true); // enable z-buffer again
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state.SetDepthRange(1, 1);
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state.SetDepthFunc(DF_Always);
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DrawPortalStencil(state, STP_DepthClear);
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||||
|
||||
|
||||
// set normal drawing mode
|
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state.EnableTexture(true);
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||||
state.SetStencil(1, SOP_Keep, SF_AllOn);
|
||||
state.SetDepthRange(0, 1);
|
||||
state.SetDepthFunc(DF_Less);
|
||||
state.SetColorMask(true);
|
||||
state.SetEffect(EFF_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
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// Note: We must draw the stencil with z-write enabled here because there is no second pass!
|
||||
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
|
||||
state.SetDepthFunc(DF_Less);
|
||||
|
||||
state.SetDepthMask(true);
|
||||
DrawPortalStencil(state, STP_AllInOne);
|
||||
|
||||
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
|
||||
state.EnableDepthTest(false);
|
||||
state.SetStencil(1, SOP_Keep); // draw sky into stencil. This stage doesn't modify the stencil.
|
||||
state.EnableTexture(true);
|
||||
state.SetColorMask(true);
|
||||
state.SetEffect(EFF_NONE);
|
||||
state.EnableDepthTest(false);
|
||||
state.SetDepthMask(false); // don't write to Z-buffer!
|
||||
}
|
||||
|
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screen->stencilValue++;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!NeedDepthBuffer())
|
||||
{
|
||||
state.SetStencil(0, SOP_Keep, SF_DepthMaskOff);
|
||||
state.SetDepthMask(false);
|
||||
state.EnableDepthTest(false);
|
||||
}
|
||||
}
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||||
|
@ -259,6 +294,12 @@ void HWPortal::SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil
|
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savedvisibility = di->Viewpoint.camera ? di->Viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// End
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil)
|
||||
{
|
||||
Clocker c(PortalAll);
|
||||
|
@ -268,53 +309,73 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
|
|||
auto &vp = di->Viewpoint;
|
||||
if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
|
||||
|
||||
state.EnableDepthTest(true);
|
||||
if (usestencil)
|
||||
{
|
||||
|
||||
state.SetColorMask(false); // no graphics
|
||||
state.SetEffect(EFF_NONE);
|
||||
state.ResetColor();
|
||||
state.EnableTexture(false);
|
||||
|
||||
|
||||
if (needdepth)
|
||||
{
|
||||
// first step: reset the depth buffer to max. depth
|
||||
state.SetStencil(0, SOP_Keep, SF_ColorMaskOff);
|
||||
state.SetDepthRange(1, 1); // always
|
||||
state.SetDepthFunc(DF_Always); // write the farthest depth value
|
||||
DrawPortalStencil(state, STP_DepthClear);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
state.EnableDepthTest(true);
|
||||
}
|
||||
|
||||
// second step: restore the depth buffer to the previous values and reset the stencil
|
||||
state.SetStencil(0, SOP_Decrement, SF_ColorMaskOff);
|
||||
state.SetDepthRange(0, 1);
|
||||
state.SetDepthFunc(DF_LEqual);
|
||||
state.SetDepthRange(0, 1);
|
||||
state.SetStencil(0, SOP_Decrement);
|
||||
DrawPortalStencil(state, STP_DepthRestore);
|
||||
|
||||
state.SetDepthFunc(DF_Less);
|
||||
|
||||
|
||||
state.EnableTexture(true);
|
||||
state.SetEffect(EFF_NONE);
|
||||
state.SetColorMask(true);
|
||||
screen->stencilValue--;
|
||||
|
||||
// restore old stencil op.
|
||||
state.SetStencil(0, SOP_Keep);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (needdepth)
|
||||
{
|
||||
state.Clear(CT_Depth);
|
||||
}
|
||||
else
|
||||
{
|
||||
state.EnableDepthTest(true);
|
||||
state.SetDepthMask(true);
|
||||
}
|
||||
|
||||
// This draws a valid z-buffer into the stencil's contents to ensure it
|
||||
// doesn't get overwritten by the level's geometry.
|
||||
|
||||
state.ResetColor();
|
||||
state.SetDepthFunc(DF_LEqual);
|
||||
state.SetDepthRange(0, 1);
|
||||
state.SetColorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
|
||||
state.SetEffect(EFF_STENCIL);
|
||||
state.EnableTexture(false);
|
||||
state.SetRenderStyle(STYLE_Source);
|
||||
|
||||
state.SetStencil(0, SOP_Keep, SF_ColorMaskOff | SF_ColorMaskAlpha); // SSAO needs the alpha channel as a marker.
|
||||
if (needdepth) state.Clear(CT_Depth);
|
||||
state.SetDepthRange(0, 1);
|
||||
state.SetDepthFunc(DF_LEqual);
|
||||
DrawPortalStencil(state, STP_DepthRestore);
|
||||
|
||||
state.SetEffect(EFF_NONE);
|
||||
state.EnableTexture(true);
|
||||
state.SetColorMask(true);
|
||||
state.SetDepthFunc(DF_Less);
|
||||
}
|
||||
state.SetStencil(0, SOP_Keep, SF_AllOn);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
@ -328,7 +389,6 @@ void HWScenePortalBase::ClearClipper(HWDrawInfo *di, Clipper *clipper)
|
|||
|
||||
clipper->Clear();
|
||||
|
||||
auto &lines = mOwner->lines;
|
||||
// Set the clipper to the minimal visible area
|
||||
clipper->SafeAddClipRange(0, 0xffffffff);
|
||||
for (unsigned int i = 0; i < lines.Size(); i++)
|
||||
|
@ -409,7 +469,7 @@ int HWLinePortal::ClipPoint(const DVector2 &pos)
|
|||
|
||||
bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
|
||||
{
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
if (state->renderdepth > r_mirror_recursions)
|
||||
{
|
||||
return false;
|
||||
|
@ -490,7 +550,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
|
|||
|
||||
void HWMirrorPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
|
||||
{
|
||||
mOwner->mState->MirrorFlag--;
|
||||
mState->MirrorFlag--;
|
||||
}
|
||||
|
||||
const char *HWMirrorPortal::GetName() { return "Mirror"; }
|
||||
|
@ -513,7 +573,7 @@ const char *HWMirrorPortal::GetName() { return "Mirror"; }
|
|||
bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
|
||||
{
|
||||
// TODO: Handle recursion more intelligently
|
||||
auto &state = mOwner->mState;
|
||||
auto &state = mState;
|
||||
if (state->renderdepth>r_mirror_recursions)
|
||||
{
|
||||
return false;
|
||||
|
@ -543,7 +603,6 @@ bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *cl
|
|||
}
|
||||
}
|
||||
|
||||
auto &lines = mOwner->lines;
|
||||
|
||||
for (unsigned i = 0; i < lines.Size(); i++)
|
||||
{
|
||||
|
@ -589,10 +648,10 @@ const char *HWLineToLinePortal::GetName() { return "LineToLine"; }
|
|||
|
||||
bool HWSkyboxPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
|
||||
{
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
old_pm = state->PlaneMirrorMode;
|
||||
|
||||
if (mOwner->mState->skyboxrecursion >= 3)
|
||||
if (mState->skyboxrecursion >= 3)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -631,7 +690,7 @@ void HWSkyboxPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
|
|||
{
|
||||
rstate.SetDepthClamp(oldclamp);
|
||||
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
portal->mFlags &= ~PORTSF_INSKYBOX;
|
||||
state->inskybox = false;
|
||||
state->skyboxrecursion--;
|
||||
|
@ -699,7 +758,7 @@ void HWSectorStackPortal::SetupCoverage(HWDrawInfo *di)
|
|||
//-----------------------------------------------------------------------------
|
||||
bool HWSectorStackPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
|
||||
{
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
FSectorPortalGroup *portal = origin;
|
||||
auto &vp = di->Viewpoint;
|
||||
|
||||
|
@ -751,7 +810,7 @@ const char *HWSectorStackPortal::GetName() { return "Sectorstack"; }
|
|||
|
||||
bool HWPlaneMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper)
|
||||
{
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
if (state->renderdepth > r_mirror_recursions)
|
||||
{
|
||||
return false;
|
||||
|
@ -781,7 +840,7 @@ bool HWPlaneMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
|
|||
|
||||
void HWPlaneMirrorPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
|
||||
{
|
||||
auto state = mOwner->mState;
|
||||
auto state = mState;
|
||||
state->PlaneMirrorFlag--;
|
||||
state->PlaneMirrorMode = old_pm;
|
||||
std::swap(screen->instack[sector_t::floor], screen->instack[sector_t::ceiling]);
|
||||
|
@ -800,8 +859,8 @@ const char *HWPlaneMirrorPortal::GetName() { return origin->fC() < 0? "Planemirr
|
|||
//-----------------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
HWHorizonPortal::HWHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local)
|
||||
: HWPortal(s, local)
|
||||
HWHorizonPortal::HWHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
|
||||
: HWPortal(s, local)
|
||||
{
|
||||
origin = pt;
|
||||
|
||||
|
@ -960,7 +1019,7 @@ void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
|||
{
|
||||
horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
|
||||
}
|
||||
HWHorizonPortal ceil(mState, &horz, di->Viewpoint, di, true);
|
||||
HWHorizonPortal ceil(mState, &horz, di->Viewpoint, true);
|
||||
ceil.DrawContents(di, state);
|
||||
}
|
||||
if (sector->GetTexture(sector_t::floor) != skyflatnum)
|
||||
|
@ -974,7 +1033,7 @@ void HWEEHorizonPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
|||
{
|
||||
horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
|
||||
}
|
||||
HWHorizonPortal floor(mState, &horz, di->Viewpoint, di, true);
|
||||
HWHorizonPortal floor(mState, &horz, di->Viewpoint, true);
|
||||
floor.DrawContents(di, state);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
#pragma once
|
||||
|
||||
#include "portal.h"
|
||||
#include "tarray.h"
|
||||
#include "r_utility.h"
|
||||
#include "actor.h"
|
||||
#include "hw_drawinfo.h"
|
||||
#include "hw_drawstructs.h"
|
||||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include "hwrenderer/textures/hw_material.h"
|
||||
#include "hwrenderer/scene/hw_renderstate.h"
|
||||
|
||||
class FSkyVertexBuffer;
|
||||
|
||||
struct GLSkyInfo
|
||||
{
|
||||
|
@ -61,12 +61,17 @@ class HWPortal
|
|||
public:
|
||||
FPortalSceneState * mState;
|
||||
TArray<GLWall> lines;
|
||||
BoundingRect boundingBox;
|
||||
int planesused = 0;
|
||||
|
||||
HWPortal(FPortalSceneState *s, bool local);
|
||||
void SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
void RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
|
||||
virtual ~HWPortal() {}
|
||||
HWPortal(FPortalSceneState *s, bool local = false) : mState(s), boundingBox(false)
|
||||
{
|
||||
}
|
||||
virtual ~HWPortal() {}
|
||||
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
|
||||
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
|
||||
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
|
||||
virtual line_t *ClipLine() { return nullptr; }
|
||||
virtual void * GetSource() const = 0; // GetSource MUST be implemented!
|
||||
virtual const char *GetName() = 0;
|
||||
virtual bool IsSky() { return false; }
|
||||
|
@ -74,15 +79,20 @@ public:
|
|||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state) = 0;
|
||||
virtual void RenderAttached(HWDrawInfo *di) {}
|
||||
void SetupStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
void RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestencil);
|
||||
|
||||
void AddLine(GLWall * l)
|
||||
{
|
||||
lines.Push(*l);
|
||||
boundingBox.addVertex(l->glseg.x1, l->glseg.y1);
|
||||
boundingBox.addVertex(l->glseg.x2, l->glseg.y2);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
struct FPortalSceneState
|
||||
{
|
||||
int MirrorFlag = 0;
|
||||
|
@ -116,37 +126,28 @@ struct FPortalSceneState
|
|||
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil, HWDrawInfo *outer_di);
|
||||
};
|
||||
|
||||
inline HWPortal::HWPortal(FPortalSceneState *s, bool local) : mState(s)
|
||||
{
|
||||
//if (!local) s->portals.Push(this);
|
||||
}
|
||||
|
||||
|
||||
class HWScenePortalBase
|
||||
|
||||
class HWScenePortalBase : public HWPortal
|
||||
{
|
||||
protected:
|
||||
HWPortal *mOwner;
|
||||
HWScenePortalBase(FPortalSceneState *state) : HWPortal(state, false)
|
||||
{
|
||||
|
||||
}
|
||||
public:
|
||||
HWScenePortalBase() {}
|
||||
virtual ~HWScenePortalBase() {}
|
||||
void SetOwner(HWPortal *p) { mOwner = p; }
|
||||
void ClearClipper(HWDrawInfo *di, Clipper *clipper);
|
||||
|
||||
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
|
||||
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
|
||||
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
|
||||
virtual line_t *ClipLine() { return nullptr; }
|
||||
|
||||
virtual bool IsSky() { return false; }
|
||||
virtual bool NeedCap() { return false; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void * GetSource() const = 0; // GetSource MUST be implemented!
|
||||
virtual const char *GetName() = 0;
|
||||
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||
{
|
||||
if (Setup(di, state, di->mClipper))
|
||||
{
|
||||
di->DrawScene(di, DM_PORTAL);
|
||||
Shutdown(di, state);
|
||||
}
|
||||
else state.ClearScreen();
|
||||
}
|
||||
virtual bool Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clipper) = 0;
|
||||
virtual void Shutdown(HWDrawInfo *di, FRenderState &rstate) {}
|
||||
virtual void RenderAttached(HWDrawInfo *di) {}
|
||||
|
||||
};
|
||||
|
||||
struct HWLinePortal : public HWScenePortalBase
|
||||
|
@ -157,14 +158,14 @@ struct HWLinePortal : public HWScenePortalBase
|
|||
|
||||
angle_t angv1, angv2; // for quick comparisons with a line or subsector
|
||||
|
||||
HWLinePortal(line_t *line)
|
||||
HWLinePortal(FPortalSceneState *state, line_t *line) : HWScenePortalBase(state)
|
||||
{
|
||||
v1 = line->v1;
|
||||
v2 = line->v2;
|
||||
CalcDelta();
|
||||
}
|
||||
|
||||
HWLinePortal(FLinePortalSpan *line)
|
||||
HWLinePortal(FPortalSceneState *state, FLinePortalSpan *line) : HWScenePortalBase(state)
|
||||
{
|
||||
if (line->lines[0]->mType != PORTT_LINKED || line->v1 == nullptr)
|
||||
{
|
||||
|
@ -212,8 +213,8 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWMirrorPortal(line_t * line)
|
||||
: HWLinePortal(line)
|
||||
HWMirrorPortal(FPortalSceneState *state, line_t * line)
|
||||
: HWLinePortal(state, line)
|
||||
{
|
||||
linedef = line;
|
||||
}
|
||||
|
@ -232,8 +233,8 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWLineToLinePortal(FLinePortalSpan *ll)
|
||||
: HWLinePortal(ll)
|
||||
HWLineToLinePortal(FPortalSceneState *state, FLinePortalSpan *ll)
|
||||
: HWLinePortal(state, ll)
|
||||
{
|
||||
glport = ll;
|
||||
}
|
||||
|
@ -256,7 +257,7 @@ protected:
|
|||
public:
|
||||
|
||||
|
||||
HWSkyboxPortal(FSectorPortal * pt)
|
||||
HWSkyboxPortal(FPortalSceneState *state, FSectorPortal * pt) : HWScenePortalBase(state)
|
||||
{
|
||||
portal = pt;
|
||||
}
|
||||
|
@ -277,7 +278,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWSectorStackPortal(FSectorPortalGroup *pt)
|
||||
HWSectorStackPortal(FPortalSceneState *state, FSectorPortalGroup *pt) : HWScenePortalBase(state)
|
||||
{
|
||||
origin = pt;
|
||||
}
|
||||
|
@ -301,7 +302,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWPlaneMirrorPortal(secplane_t * pt)
|
||||
HWPlaneMirrorPortal(FPortalSceneState *state, secplane_t * pt) : HWScenePortalBase(state)
|
||||
{
|
||||
origin = pt;
|
||||
}
|
||||
|
@ -309,34 +310,6 @@ public:
|
|||
};
|
||||
|
||||
|
||||
class HWScenePortal : public HWPortal
|
||||
{
|
||||
public:
|
||||
HWScenePortalBase *mScene;
|
||||
HWScenePortal(FPortalSceneState *state, HWScenePortalBase *handler) : HWPortal(state, false)
|
||||
{
|
||||
mScene = handler;
|
||||
handler->SetOwner(this);
|
||||
}
|
||||
~HWScenePortal() { delete mScene; }
|
||||
virtual void * GetSource() const { return mScene->GetSource(); }
|
||||
virtual const char *GetName() { return mScene->GetName(); }
|
||||
virtual bool IsSky() { return mScene->IsSky(); }
|
||||
virtual bool NeedCap() { return true; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
|
||||
{
|
||||
if (mScene->Setup(di, state, di->mClipper))
|
||||
{
|
||||
di->DrawScene(di, DM_PORTAL);
|
||||
mScene->Shutdown(di, state);
|
||||
}
|
||||
else state.ClearScreen();
|
||||
}
|
||||
virtual void RenderAttached(HWDrawInfo *di) { return mScene->RenderAttached(di); }
|
||||
};
|
||||
|
||||
|
||||
struct HWHorizonPortal : public HWPortal
|
||||
{
|
||||
GLHorizonInfo * origin;
|
||||
|
@ -352,8 +325,8 @@ protected:
|
|||
virtual const char *GetName();
|
||||
|
||||
public:
|
||||
|
||||
HWHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, HWDrawInfo *di, bool local = false);
|
||||
|
||||
HWHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local = false);
|
||||
};
|
||||
|
||||
struct HWEEHorizonPortal : public HWPortal
|
||||
|
@ -369,7 +342,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
HWEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt, HWDrawInfo *di) : HWPortal(state, false)
|
||||
HWEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt) : HWPortal(state)
|
||||
{
|
||||
portal = pt;
|
||||
}
|
||||
|
|
|
@ -57,7 +57,6 @@ enum EStencilFlags
|
|||
SF_AllOn = 0,
|
||||
SF_ColorMaskOff = 1,
|
||||
SF_DepthMaskOff = 2,
|
||||
SF_ColorMaskAlpha = 4, // hack value for SSAO
|
||||
};
|
||||
|
||||
enum EStencilOp
|
||||
|
@ -507,8 +506,9 @@ public:
|
|||
virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
|
||||
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
|
||||
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
|
||||
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
|
||||
virtual void EnableDrawBufferAttachments(bool on) = 0; // Used by fog boundary drawer.
|
||||
virtual void SetStencil(int offs, int op, int flags) = 0; // Used by portal setup and render hacks.
|
||||
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
|
||||
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
|
||||
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
|
||||
virtual void Clear(int targets) = 0; // not used during normal rendering
|
||||
|
@ -519,6 +519,10 @@ public:
|
|||
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
|
||||
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
|
||||
|
||||
void SetColorMask(bool on)
|
||||
{
|
||||
SetColorMask(on, on, on, on);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -122,7 +122,7 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref
|
|||
skyinfo.init(sector->sky, Colormap.FadeColor);
|
||||
ptype = PORTALTYPE_SKY;
|
||||
sky = &skyinfo;
|
||||
PutPortal(di, ptype);
|
||||
PutPortal(di, ptype, plane);
|
||||
}
|
||||
else if (sportal != nullptr)
|
||||
{
|
||||
|
@ -162,7 +162,7 @@ void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowref
|
|||
}
|
||||
if (ptype != -1)
|
||||
{
|
||||
PutPortal(di, ptype);
|
||||
PutPortal(di, ptype, plane);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -197,7 +197,7 @@ void GLWall::SkyLine(HWDrawInfo *di, sector_t *fs, line_t *line)
|
|||
ztop[1] = zceil[1];
|
||||
zbottom[0] = zfloor[0];
|
||||
zbottom[1] = zfloor[1];
|
||||
PutPortal(di, ptype);
|
||||
PutPortal(di, ptype, -1);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -104,9 +104,9 @@ void HWSkyPortal::RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texn
|
|||
state.mModelMatrix.loadIdentity();
|
||||
|
||||
if (!sky2)
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, ::level.info->skyrotatevector.X, ::level.info->skyrotatevector.Z, ::level.info->skyrotatevector.Y);
|
||||
else
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector2.X, level.info->skyrotatevector2.Z, level.info->skyrotatevector2.Y);
|
||||
state.mModelMatrix.rotate(-180.0f+x_offset, ::level.info->skyrotatevector2.X, ::level.info->skyrotatevector2.Z, ::level.info->skyrotatevector2.Y);
|
||||
|
||||
if (sb->faces[5])
|
||||
{
|
||||
|
|
|
@ -483,10 +483,10 @@ void GLWall::PutWall(HWDrawInfo *di, bool translucent)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
||||
void GLWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
|
||||
{
|
||||
auto pstate = screen->mPortalState;
|
||||
HWPortal * portal;
|
||||
HWPortal * portal = nullptr;
|
||||
|
||||
MakeVertices(di, false);
|
||||
switch (ptype)
|
||||
|
@ -498,7 +498,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(horizon);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWHorizonPortal(pstate, horizon, di->Viewpoint, di);
|
||||
portal = new HWHorizonPortal(pstate, horizon, di->Viewpoint);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -509,10 +509,10 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
if (!portal)
|
||||
{
|
||||
// either a regular skybox or an Eternity-style horizon
|
||||
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(pstate, secportal, di);
|
||||
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(pstate, secportal);
|
||||
else
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWSkyboxPortal(secportal));
|
||||
portal = new HWSkyboxPortal(pstate, secportal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
}
|
||||
|
@ -523,7 +523,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(this->portal);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWSectorStackPortal(this->portal));
|
||||
portal = new HWSectorStackPortal(pstate, this->portal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -532,12 +532,11 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
case PORTALTYPE_PLANEMIRROR:
|
||||
if (pstate->PlaneMirrorMode * planemirror->fC() <= 0)
|
||||
{
|
||||
//@sync-portal
|
||||
planemirror = pstate->UniquePlaneMirrors.Get(planemirror);
|
||||
portal = di->FindPortal(planemirror);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWPlaneMirrorPortal(planemirror));
|
||||
portal = new HWPlaneMirrorPortal(pstate, planemirror);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -548,7 +547,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
portal = di->FindPortal(seg->linedef);
|
||||
if (!portal)
|
||||
{
|
||||
portal = new HWScenePortal(pstate, new HWMirrorPortal(seg->linedef));
|
||||
portal = new HWMirrorPortal(pstate, seg->linedef);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -570,7 +569,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
{
|
||||
di->ProcessActorsInPortal(otherside->getPortal()->mGroup, di->in_area);
|
||||
}
|
||||
portal = new HWScenePortal(pstate, new HWLineToLinePortal(lineportal));
|
||||
portal = new HWLineToLinePortal(pstate, lineportal);
|
||||
di->Portals.Push(portal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
|
@ -588,6 +587,11 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
|||
break;
|
||||
}
|
||||
vertcount = 0;
|
||||
|
||||
if (plane != -1 && portal)
|
||||
{
|
||||
portal->planesused |= (1<<plane);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -849,7 +853,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
|
|||
|
||||
if (di->isFullbrightScene()) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutPortal(di, PORTALTYPE_HORIZON);
|
||||
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
||||
}
|
||||
ztop[1] = ztop[0] = zbottom[0];
|
||||
}
|
||||
|
@ -878,7 +882,7 @@ bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,
|
|||
|
||||
if (di->isFullbrightScene()) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutPortal(di, PORTALTYPE_HORIZON);
|
||||
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -1135,7 +1139,7 @@ void GLWall::DoTexture(HWDrawInfo *di, int _type,seg_t * seg, int peg,
|
|||
|
||||
if (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors)
|
||||
{
|
||||
PutPortal(di, PORTALTYPE_MIRROR);
|
||||
PutPortal(di, PORTALTYPE_MIRROR, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1970,7 +1974,7 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
|
|||
ztop[1] = zceil[1];
|
||||
zbottom[0] = zfloor[0];
|
||||
zbottom[1] = zfloor[1];
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE);
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE, -1);
|
||||
}
|
||||
else if (seg->linedef->GetTransferredPortal())
|
||||
{
|
||||
|
@ -2077,7 +2081,7 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
|
|||
ztop[1] = bch2;
|
||||
zbottom[0] = bfh1;
|
||||
zbottom[1] = bfh2;
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE);
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE, -1);
|
||||
}
|
||||
else if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
|
|
33
src/info.cpp
33
src/info.cpp
|
@ -118,6 +118,37 @@ void FState::SetAction(const char *name)
|
|||
ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
|
||||
}
|
||||
|
||||
|
||||
void FState::CheckCallerType(AActor *self, AActor *stateowner)
|
||||
{
|
||||
auto CheckType = [=](AActor *check, PType *requiredType)
|
||||
{
|
||||
// This should really never happen. Any valid action function must have actor pointers here.
|
||||
if (!requiredType->isObjectPointer())
|
||||
{
|
||||
ThrowAbortException(X_OTHER, "Bad function prototype in function call to %s", ActionFunc->PrintableName.GetChars());
|
||||
}
|
||||
auto cls = static_cast<PObjectPointer*>(requiredType)->PointedClass();
|
||||
if (!check->IsKindOf(cls))
|
||||
{
|
||||
ThrowAbortException(X_OTHER, "Invalid class %s in function call to %s. %s expected", check->GetClass()->TypeName.GetChars(), ActionFunc->PrintableName.GetChars(), cls->TypeName.GetChars());
|
||||
}
|
||||
};
|
||||
|
||||
if (ActionFunc->ImplicitArgs >= 1)
|
||||
{
|
||||
auto argtypes = ActionFunc->Proto->ArgumentTypes;
|
||||
|
||||
CheckType(self, argtypes[0]);
|
||||
|
||||
if (ActionFunc->ImplicitArgs >= 2)
|
||||
{
|
||||
CheckType(stateowner, argtypes[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
|
||||
{
|
||||
if (ActionFunc != nullptr)
|
||||
|
@ -140,6 +171,8 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
|
|||
}
|
||||
try
|
||||
{
|
||||
CheckCallerType(self, stateowner);
|
||||
|
||||
if (stateret == nullptr)
|
||||
{
|
||||
VMCall(ActionFunc, params, ActionFunc->ImplicitArgs, nullptr, 0);
|
||||
|
|
|
@ -175,10 +175,13 @@ public:
|
|||
void ClearAction() { ActionFunc = NULL; }
|
||||
void SetAction(const char *name);
|
||||
bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
|
||||
void CheckCallerType(AActor *self, AActor *stateowner);
|
||||
|
||||
static PClassActor *StaticFindStateOwner (const FState *state);
|
||||
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
|
||||
static FString StaticGetStateName(const FState *state);
|
||||
static FRandom pr_statetics;
|
||||
|
||||
};
|
||||
|
||||
struct FStateLabels;
|
||||
|
|
|
@ -896,6 +896,8 @@ xx(DamageFunction)
|
|||
xx(Length)
|
||||
xx(Unit)
|
||||
xx(Size)
|
||||
xx(Push)
|
||||
xx(Insert)
|
||||
xx(Copy)
|
||||
xx(Move)
|
||||
xx(Voidptr)
|
||||
|
|
|
@ -169,6 +169,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
|
|||
}
|
||||
try
|
||||
{
|
||||
state->CheckCallerType(actor, this);
|
||||
VMCall(state->ActionFunc, params, state->ActionFunc->ImplicitArgs, wantret, numret);
|
||||
}
|
||||
catch (CVMAbortException &err)
|
||||
|
|
|
@ -249,7 +249,6 @@ struct FSectorPortal
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
struct GLSectorStackPortal;
|
||||
struct FSectorPortalGroup
|
||||
{
|
||||
DVector2 mDisplacement;
|
||||
|
@ -286,4 +285,4 @@ DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy);
|
|||
void InitPortalGroups();
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -495,9 +495,9 @@ public:
|
|||
auto §ion = sections[i];
|
||||
auto &work = triangles[i];
|
||||
|
||||
BoundingRect bounds = { 1e32, 1e32, -1e32, -1e32 };
|
||||
BoundingRect loopBounds = { 1e32, 1e32, -1e32, -1e32 };
|
||||
BoundingRect outermostBounds = { 1e32, 1e32, -1e32, -1e32 };
|
||||
BoundingRect bounds(false);
|
||||
BoundingRect loopBounds(false);
|
||||
BoundingRect outermostBounds(false);
|
||||
unsigned outermoststart = ~0u;
|
||||
unsigned loopstart = 0;
|
||||
bool ispolyorg = false;
|
||||
|
@ -519,7 +519,7 @@ public:
|
|||
outermoststart = loopstart;
|
||||
loopstart = i + 1;
|
||||
}
|
||||
loopBounds = { 1e32, 1e32, -1e32, -1e32 };
|
||||
loopBounds.setEmpty();
|
||||
}
|
||||
}
|
||||
work.boundingLoopStart = outermoststart;
|
||||
|
@ -716,7 +716,7 @@ public:
|
|||
dest.subsectors.Set(&output.allSubsectors[numsubsectors], group.subsectors.Size());
|
||||
dest.vertexindex = -1;
|
||||
dest.vertexcount = 0;
|
||||
dest.bounds = {1e32, 1e32, -1e32, -1e32};
|
||||
dest.bounds.setEmpty();
|
||||
numsegments += group.segments.Size();
|
||||
|
||||
if (output.firstSectionForSectorPtr[dest.sector->Index()] == -1)
|
||||
|
|
|
@ -25,12 +25,35 @@ struct BoundingRect
|
|||
{
|
||||
double left, top, right, bottom;
|
||||
|
||||
bool contains(const BoundingRect & other)
|
||||
BoundingRect() = default;
|
||||
BoundingRect(bool)
|
||||
{
|
||||
setEmpty();
|
||||
}
|
||||
|
||||
void setEmpty()
|
||||
{
|
||||
left = top = 1e38;
|
||||
bottom = right = -1e38;
|
||||
}
|
||||
|
||||
bool contains(const BoundingRect & other) const
|
||||
{
|
||||
return left <= other.left && top <= other.top && right >= other.right && bottom >= other.bottom;
|
||||
}
|
||||
|
||||
bool intersects(const BoundingRect & other)
|
||||
bool contains(double x, double y) const
|
||||
{
|
||||
return left <= x && top <= y && right >= x && bottom >= y;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
bool contains(const T &vec) const
|
||||
{
|
||||
return left <= vec.X && top <= vec.Y && right >= vec.X && bottom >= vec.Y;
|
||||
}
|
||||
|
||||
bool intersects(const BoundingRect & other) const
|
||||
{
|
||||
return !(other.left > right ||
|
||||
other.right < left ||
|
||||
|
@ -46,7 +69,7 @@ struct BoundingRect
|
|||
if (other.bottom > bottom) bottom = other.bottom;
|
||||
}
|
||||
|
||||
double distanceTo(const BoundingRect &other)
|
||||
double distanceTo(const BoundingRect &other) const
|
||||
{
|
||||
if (intersects(other)) return 0;
|
||||
return std::max(std::min(fabs(left - other.right), fabs(right - other.left)),
|
||||
|
@ -61,10 +84,11 @@ struct BoundingRect
|
|||
if (y > bottom) bottom = y;
|
||||
}
|
||||
|
||||
bool operator == (const BoundingRect &other)
|
||||
bool operator == (const BoundingRect &other) const
|
||||
{
|
||||
return left == other.left && top == other.top && right == other.right && bottom == other.bottom;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -8240,7 +8240,9 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
|
|||
{
|
||||
auto elementType = static_cast<PDynArray*>(Self->ValueType)->ElementType;
|
||||
Self->ValueType = static_cast<PDynArray*>(Self->ValueType)->BackingType;
|
||||
bool isDynArrayObj = elementType->isObjectPointer();
|
||||
// this requires some added type checks for the passed types.
|
||||
int idx = 0;
|
||||
for (auto &a : ArgList)
|
||||
{
|
||||
a = a->Resolve(ctx);
|
||||
|
@ -8249,6 +8251,16 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
|
|||
delete this;
|
||||
return nullptr;
|
||||
}
|
||||
if (isDynArrayObj && ((MethodName == NAME_Push && idx == 0) || (MethodName == NAME_Insert && idx == 1)))
|
||||
{
|
||||
// The DynArray_Obj declaration in dynarrays.txt doesn't support generics yet. Check the type here as if it did.
|
||||
if (!static_cast<PObjectPointer*>(elementType)->PointedClass()->IsAncestorOf(static_cast<PObjectPointer*>(a->ValueType)->PointedClass()))
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "Type mismatch in function argument");
|
||||
delete this;
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
if (a->IsDynamicArray())
|
||||
{
|
||||
// Copy and Move must turn their parameter into a pointer to the backing struct type.
|
||||
|
@ -8288,6 +8300,7 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
|
|||
return nullptr;
|
||||
}
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue