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- fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed.
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4 changed files with 42 additions and 2 deletions
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@ -418,6 +418,7 @@ enum ActorRenderFlag
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RF_FLATSPRITE = 0x2000, // Flat sprite
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RF_VOXELSPRITE = 0x3000, // Voxel object
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_MAYBEINVISIBLE = 0x10000,
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RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
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RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
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RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets
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@ -288,7 +288,9 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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savedAngle = ViewAngle;
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savedviewactor=GLRenderer->mViewActor;
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savedviewarea=in_area;
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savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
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savedviewpath[0] = ViewPath[0];
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savedviewpath[1] = ViewPath[1];
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savedvisibility = camera ? camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
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PrevPortal = GLRenderer->mCurrentPortal;
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@ -350,13 +352,15 @@ void GLPortal::End(bool usestencil)
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if (needdepth) FDrawInfo::EndDrawInfo();
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// Restore the old view
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ViewPath[0] = savedviewpath[0];
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ViewPath[1] = savedviewpath[1];
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ViewPos = savedViewPos;
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r_showviewer = savedshowviewer;
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ViewActorPos = savedViewActorPos;
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ViewAngle = savedAngle;
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GLRenderer->mViewActor=savedviewactor;
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in_area=savedviewarea;
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if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_INVISIBLE) | savedvisibility;
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if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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@ -1011,6 +1015,23 @@ void GLLineToLinePortal::DrawContents()
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P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y);
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P_TranslatePortalAngle(origin, ViewAngle);
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P_TranslatePortalZ(origin, ViewPos.Z);
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P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
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P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
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if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination))
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{
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double distp = (ViewPath[0] - ViewPath[1]).Length();
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if (distp > EQUAL_EPSILON)
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{
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double dist1 = (ViewPos - ViewPath[0]).Length();
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double dist2 = (ViewPos - ViewPath[1]).Length();
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if (dist1 + dist2 < distp + 1)
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{
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camera->renderflags |= RF_MAYBEINVISIBLE;
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}
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}
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}
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SaveMapSection();
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@ -101,6 +101,7 @@ public:
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private:
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void DrawPortalStencil();
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DVector3 savedviewpath[2];
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DVector3 savedViewPos;
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DVector3 savedViewActorPos;
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DAngle savedAngle;
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@ -677,6 +677,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return;
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}
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// Thing is invisible if close to the camera.
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if (thing->renderflags & RF_MAYBEINVISIBLE)
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{
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if (fabs(thingpos.X - ViewPos.X) < 32 && fabs(thingpos.Y - ViewPos.Y) < 32) return;
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}
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
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@ -693,6 +698,10 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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}
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}
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}
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if (thing == camera)
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{
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int a = 0;
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}
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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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@ -1203,6 +1212,14 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
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DVector3 newpos = savedpos;
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sector_t fakesector;
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if (!r_showviewer && th == camera)
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{
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if (fabs(savedpos.X - ViewActorPos.X) < 2 && fabs(savedpos.Y - ViewActorPos.Y) < 2)
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{
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continue;
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}
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}
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P_TranslatePortalXY(line, newpos.X, newpos.Y);
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P_TranslatePortalZ(line, newpos.Z);
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P_TranslatePortalAngle(line, th->Angles.Yaw);
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