- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.

This commit is contained in:
Christoph Oelckers 2016-04-30 16:57:53 +02:00
parent c29e96d369
commit d84e079282
7 changed files with 78 additions and 13 deletions

View file

@ -59,7 +59,8 @@ struct FGLLinePortal
// defines the complete span of this portal
vertex_t *v1, *v2; // vertices, from v1 to v2
DVector2 delta; // precalculated v2 - v1 for side checking
FLinePortal *reference; // one of the associated line portals, for retrieving translation info etc.
TArray<FLinePortal *> lines;
int validcount = 0;
};
extern TArray<FPortal *> portals;

View file

@ -443,7 +443,12 @@ void gl_InitPortals()
tempindex[i] = glLinePortals.Size();
line_t *pSrcLine = linePortals[i].mOrigin;
line_t *pLine = linePortals[i].mDestination;
FGLLinePortal glport = { pLine->v1, pLine->v2, {0, 0}, &linePortals[i] };
FGLLinePortal glport;
glport.v1 = pLine->v1;
glport.v2 = pLine->v2;
glport.delta = { 0, 0 };
glport.lines.Push(&linePortals[i]);
glLinePortals.Push(glport);
// We cannot do this grouping for non-linked portals because they can be changed at run time.
@ -474,6 +479,7 @@ void gl_InitPortals()
tempindex[j] = tempindex[i];
if (pLine->v1 == pLine2->v2) glLinePortals[tempindex[i]].v1 = pLine2->v1;
else glLinePortals[tempindex[i]].v2 = pLine2->v2;
glLinePortals[tempindex[i]].lines.Push(&linePortals[j]);
}
}
}

View file

@ -102,7 +102,7 @@ UniqueList<GLHorizonInfo> UniqueHorizons;
UniqueList<secplane_t> UniquePlaneMirrors;
UniqueList<FGLLinePortal> UniqueLineToLines;
void gl_RenderActorsInPortal(FGLLinePortal *glport);
//==========================================================================
//
@ -1003,7 +1003,7 @@ void GLLineToLinePortal::DrawContents()
GLRenderer->mClipPortal = this;
line_t *origin = glport->reference->mOrigin;
line_t *origin = glport->lines[0]->mOrigin;
P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
P_TranslatePortalAngle(origin, ViewAngle);
P_TranslatePortalZ(origin, ViewPos.Z);
@ -1038,17 +1038,22 @@ void GLLineToLinePortal::DrawContents()
currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
}
GLRenderer->mViewActor = NULL;
GLRenderer->mViewActor = nullptr;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper();
gl_RenderState.SetClipLine(glport->reference->mDestination);
gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
gl_RenderState.EnableClipLine(true);
GLRenderer->DrawScene();
gl_RenderState.EnableClipLine(false);
RestoreMapSection();
}
void GLLineToLinePortal::RenderAttached()
{
gl_RenderActorsInPortal(glport);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//

View file

@ -169,6 +169,7 @@ public:
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
virtual line_t *ClipLine() { return NULL; }
virtual void RenderAttached() {}
static void BeginScene();
static void StartFrame();
@ -194,10 +195,10 @@ struct GLLinePortal : public GLPortal
GLLinePortal(FGLLinePortal *line)
{
if (line->reference->mType != PORTT_LINKED)
if (line->lines[0]->mType != PORTT_LINKED)
{
// For non-linked portals we must check the actual linedef.
line_t *lline = line->reference->mDestination;
line_t *lline = line->lines[0]->mDestination;
v1 = lline->v1;
v2 = lline->v2;
}
@ -258,6 +259,7 @@ protected:
virtual void * GetSource() const { return glport; }
virtual const char *GetName();
virtual line_t *ClipLine() { return line(); }
virtual void RenderAttached();
public:

View file

@ -308,6 +308,7 @@ void FGLRenderer::CreateScene()
R_SetView();
validcount++; // used for processing sidedefs only once by the renderer.
gl_RenderBSPNode (nodes + numnodes - 1);
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies:

View file

@ -521,7 +521,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
//
//==========================================================================
void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
{
sector_t rs;
sector_t * rendersector;
@ -552,7 +552,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
if (thruportal) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
// Too close to the camera. This doesn't look good if it is a sprite.
if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
@ -581,7 +581,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
if (GLRenderer->mClipPortal)
if (thruportal != 2 && GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return;
@ -601,7 +601,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::ceiling);
bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
x = thingpos.X;
z = thingpos.Z - thing->Floorclip;
y = thingpos.Y;
@ -1019,5 +1018,56 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
void gl_RenderActorsInPortal(FGLLinePortal *glport)
{
TMap<AActor*, bool> processcheck;
if (glport->validcount == validcount) return; // only process once per frame
glport->validcount = validcount;
for (auto port : glport->lines)
{
line_t *line = port->mOrigin;
if (line->isLinePortal()) // only crossable ones
{
FLinePortal *port2 = port->mDestination->getPortal();
// process only if the other side links back to this one.
if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
{
for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
{
AActor *th = node->m_thing;
// process each actor only once per portal.
bool *check = processcheck.CheckKey(th);
if (check && *check) continue;
processcheck[th] = true;
DAngle savedangle = th->Angles.Yaw;
DVector3 savedpos = th->Pos();
DVector3 newpos = savedpos;
sector_t fakesector;
P_TranslatePortalXY(line, newpos.X, newpos.Y);
P_TranslatePortalZ(line, newpos.Z);
P_TranslatePortalAngle(line, th->Angles.Yaw);
th->SetXYZ(newpos);
th->Prev += newpos - savedpos;
GLSprite spr;
th->fillcolor = 0xff0000ff;
spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, false), 2);
th->fillcolor = 0xffffffff;
th->Angles.Yaw = savedangle;
th->SetXYZ(savedpos);
th->Prev -= newpos - savedpos;
}
}
}
}
}

View file

@ -359,7 +359,7 @@ public:
void Draw(int pass);
void PutSprite(bool translucent);
void Process(AActor* thing,sector_t * sector, bool thruportal = false);
void Process(AActor* thing,sector_t * sector, int thruportal = false);
void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
void SetThingColor(PalEntry);