- since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware.

This commit is contained in:
Christoph Oelckers 2014-07-13 12:14:12 +02:00
parent 7cbffc7c14
commit d868f60f6c
13 changed files with 650 additions and 16 deletions

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@ -1046,6 +1046,7 @@ add_executable( zdoom WIN32
gl/data/gl_data.cpp gl/data/gl_data.cpp
gl/data/gl_portaldata.cpp gl/data/gl_portaldata.cpp
gl/data/gl_setup.cpp gl/data/gl_setup.cpp
gl/data/gl_matrix.cpp
gl/data/gl_vertexbuffer.cpp gl/data/gl_vertexbuffer.cpp
gl/dynlights/a_dynlight.cpp gl/dynlights/a_dynlight.cpp
gl/utility/gl_clock.cpp gl/utility/gl_clock.cpp

496
src/gl/data/gl_matrix.cpp Normal file
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@ -0,0 +1,496 @@
/* --------------------------------------------------
Lighthouse3D
VSMatrix - Very Simple Matrix Library
http://www.lighthouse3d.com/very-simple-libs
This is a simplified version of VSMatrix that has been adjusted for GZDoom's needs.
----------------------------------------------------*/
#include "gl/system/gl_system.h"
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "doomtype.h"
#include "gl/data/gl_matrix.h"
static inline double
DegToRad(double degrees)
{
return (double)(degrees * (M_PI / 180.0f));
};
// sets the square matrix mat to the identity matrix,
// size refers to the number of rows (or columns)
void
VSMatrix::setIdentityMatrix( double *mat, int size) {
// fill matrix with 0s
for (int i = 0; i < size * size; ++i)
mat[i] = 0.0f;
// fill diagonal with 1s
for (int i = 0; i < size; ++i)
mat[i + i * size] = 1.0f;
}
// glLoadIdentity implementation
void
VSMatrix::loadIdentity()
{
// fill matrix with 0s
for (int i = 0; i < 16; ++i)
mMatrix[i] = 0.0f;
// fill diagonal with 1s
for (int i = 0; i < 4; ++i)
mMatrix[i + i * 4] = 1.0f;
}
// glMultMatrix implementation
void
VSMatrix::multMatrix(const double *aMatrix)
{
double res[16];
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res[j*4 + i] = 0.0f;
for (int k = 0; k < 4; ++k)
{
res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
}
// glMultMatrix implementation
void
VSMatrix::multMatrix(const float *aMatrix)
{
double res[16];
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res[j * 4 + i] = 0.0f;
for (int k = 0; k < 4; ++k)
{
res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
}
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const double *aMatrix)
{
memcpy(mMatrix, aMatrix, 16 * sizeof(double));
}
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const float *aMatrix)
{
for (int i = 0; i < 16; ++i)
{
mMatrix[i] = aMatrix[i];
}
}
// gl Translate implementation with matrix selection
void
VSMatrix::translate(double x, double y, double z)
{
double mat[16];
setIdentityMatrix(mat);
mat[12] = x;
mat[13] = y;
mat[14] = z;
multMatrix(mat);
}
// gl Scale implementation with matrix selection
void
VSMatrix::scale(double x, double y, double z)
{
double mat[16];
setIdentityMatrix(mat,4);
mat[0] = x;
mat[5] = y;
mat[10] = z;
multMatrix(mat);
}
// gl Rotate implementation with matrix selection
void
VSMatrix::rotate(double angle, double x, double y, double z)
{
double mat[16];
double v[3];
v[0] = x;
v[1] = y;
v[2] = z;
double radAngle = DegToRad(angle);
double co = cos(radAngle);
double si = sin(radAngle);
normalize(v);
double x2 = v[0]*v[0];
double y2 = v[1]*v[1];
double z2 = v[2]*v[2];
// mat[0] = x2 + (y2 + z2) * co;
mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
mat[4] = v[0] * v[1] * (1 - co) - v[2] * si;
mat[8] = v[0] * v[2] * (1 - co) + v[1] * si;
mat[12]= 0.0f;
mat[1] = v[0] * v[1] * (1 - co) + v[2] * si;
// mat[5] = y2 + (x2 + z2) * co;
mat[5] = co + y2 * (1 - co);
mat[9] = v[1] * v[2] * (1 - co) - v[0] * si;
mat[13]= 0.0f;
mat[2] = v[0] * v[2] * (1 - co) - v[1] * si;
mat[6] = v[1] * v[2] * (1 - co) + v[0] * si;
// mat[10]= z2 + (x2 + y2) * co;
mat[10]= co + z2 * (1 - co);
mat[14]= 0.0f;
mat[3] = 0.0f;
mat[7] = 0.0f;
mat[11]= 0.0f;
mat[15]= 1.0f;
multMatrix(mat);
}
// gluLookAt implementation
void
VSMatrix::lookAt(double xPos, double yPos, double zPos,
double xLook, double yLook, double zLook,
double xUp, double yUp, double zUp)
{
double dir[3], right[3], up[3];
up[0] = xUp; up[1] = yUp; up[2] = zUp;
dir[0] = (xLook - xPos);
dir[1] = (yLook - yPos);
dir[2] = (zLook - zPos);
normalize(dir);
crossProduct(dir,up,right);
normalize(right);
crossProduct(right,dir,up);
normalize(up);
double m1[16],m2[16];
m1[0] = right[0];
m1[4] = right[1];
m1[8] = right[2];
m1[12] = 0.0f;
m1[1] = up[0];
m1[5] = up[1];
m1[9] = up[2];
m1[13] = 0.0f;
m1[2] = -dir[0];
m1[6] = -dir[1];
m1[10] = -dir[2];
m1[14] = 0.0f;
m1[3] = 0.0f;
m1[7] = 0.0f;
m1[11] = 0.0f;
m1[15] = 1.0f;
setIdentityMatrix(m2,4);
m2[12] = -xPos;
m2[13] = -yPos;
m2[14] = -zPos;
multMatrix(m1);
multMatrix(m2);
}
// gluPerspective implementation
void
VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
{
double projMatrix[16];
double f = 1.0f / tan (fov * (M_PI / 360.0f));
setIdentityMatrix(projMatrix,4);
projMatrix[0] = f / ratio;
projMatrix[1 * 4 + 1] = f;
projMatrix[2 * 4 + 2] = (farp + nearp) / (nearp - farp);
projMatrix[3 * 4 + 2] = (2.0f * farp * nearp) / (nearp - farp);
projMatrix[2 * 4 + 3] = -1.0f;
projMatrix[3 * 4 + 3] = 0.0f;
multMatrix(projMatrix);
}
// glOrtho implementation
void
VSMatrix::ortho(double left, double right,
double bottom, double top,
double nearp, double farp)
{
double m[16];
setIdentityMatrix(m,4);
m[0 * 4 + 0] = 2 / (right - left);
m[1 * 4 + 1] = 2 / (top - bottom);
m[2 * 4 + 2] = -2 / (farp - nearp);
m[3 * 4 + 0] = -(right + left) / (right - left);
m[3 * 4 + 1] = -(top + bottom) / (top - bottom);
m[3 * 4 + 2] = -(farp + nearp) / (farp - nearp);
multMatrix(m);
}
// glFrustum implementation
void
VSMatrix::frustum(double left, double right,
double bottom, double top,
double nearp, double farp)
{
double m[16];
setIdentityMatrix(m,4);
m[0 * 4 + 0] = 2 * nearp / (right-left);
m[1 * 4 + 1] = 2 * nearp / (top - bottom);
m[2 * 4 + 0] = (right + left) / (right - left);
m[2 * 4 + 1] = (top + bottom) / (top - bottom);
m[2 * 4 + 2] = - (farp + nearp) / (farp - nearp);
m[2 * 4 + 3] = -1.0f;
m[3 * 4 + 2] = - 2 * farp * nearp / (farp-nearp);
m[3 * 4 + 3] = 0.0f;
multMatrix(m);
}
/*
// returns a pointer to the requested matrix
double *
VSMatrix::get(MatrixTypes aType)
{
return mMatrix[aType];
}
*/
/* -----------------------------------------------------
SEND MATRICES TO OPENGL
------------------------------------------------------*/
// universal
void
VSMatrix::matrixToGL(int loc)
{
float copyto[16];
copy(copyto);
glUniformMatrix4fv(loc, 1, false, copyto);
}
// -----------------------------------------------------
// AUX functions
// -----------------------------------------------------
// Compute res = M * point
void
VSMatrix::multMatrixPoint(const double *point, double *res)
{
for (int i = 0; i < 4; ++i)
{
res[i] = 0.0f;
for (int j = 0; j < 4; j++) {
res[i] += point[j] * mMatrix[j*4 + i];
}
}
}
// res = a cross b;
void
VSMatrix::crossProduct(const double *a, const double *b, double *res) {
res[0] = a[1] * b[2] - b[1] * a[2];
res[1] = a[2] * b[0] - b[2] * a[0];
res[2] = a[0] * b[1] - b[0] * a[1];
}
// returns a . b
double
VSMatrix::dotProduct(const double *a, const double *b) {
double res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
return res;
}
// Normalize a vec3
void
VSMatrix::normalize(double *a) {
double mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
a[0] /= mag;
a[1] /= mag;
a[2] /= mag;
}
// res = b - a
void
VSMatrix::subtract(const double *a, const double *b, double *res) {
res[0] = b[0] - a[0];
res[1] = b[1] - a[1];
res[2] = b[2] - a[2];
}
// res = a + b
void
VSMatrix::add(const double *a, const double *b, double *res) {
res[0] = b[0] + a[0];
res[1] = b[1] + a[1];
res[2] = b[2] + a[2];
}
// returns |a|
double
VSMatrix::length(const double *a) {
return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
}
static inline int
M3(int i, int j)
{
return (i*3+j);
};
// computes the derived normal matrix for the view matrix
void
VSMatrix::computeNormalMatrix(const double *aMatrix)
{
double mMat3x3[9];
mMat3x3[0] = aMatrix[0];
mMat3x3[1] = aMatrix[1];
mMat3x3[2] = aMatrix[2];
mMat3x3[3] = aMatrix[4];
mMat3x3[4] = aMatrix[5];
mMat3x3[5] = aMatrix[6];
mMat3x3[6] = aMatrix[8];
mMat3x3[7] = aMatrix[9];
mMat3x3[8] = aMatrix[10];
double det, invDet;
det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
invDet = 1.0f/det;
mMatrix[0] = (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) * invDet;
mMatrix[1] = (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) * invDet;
mMatrix[2] = (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]) * invDet;
mMatrix[3] = 0.0f;
mMatrix[4] = (mMat3x3[2] * mMat3x3[7] - mMat3x3[1] * mMat3x3[8]) * invDet;
mMatrix[5] = (mMat3x3[0] * mMat3x3[8] - mMat3x3[2] * mMat3x3[6]) * invDet;
mMatrix[6] = (mMat3x3[1] * mMat3x3[6] - mMat3x3[7] * mMat3x3[0]) * invDet;
mMatrix[7] = 0.0f;
mMatrix[8] = (mMat3x3[1] * mMat3x3[5] - mMat3x3[4] * mMat3x3[2]) * invDet;
mMatrix[9] = (mMat3x3[2] * mMat3x3[3] - mMat3x3[0] * mMat3x3[5]) * invDet;
mMatrix[10] =(mMat3x3[0] * mMat3x3[4] - mMat3x3[3] * mMat3x3[1]) * invDet;
mMatrix[11] = 0.0;
mMatrix[12] = 0.0;
mMatrix[13] = 0.0;
mMatrix[14] = 0.0;
mMatrix[15] = 1.0;
}
// aux function resMat = resMat * aMatrix
void
VSMatrix::multMatrix(double *resMat, const double *aMatrix)
{
double res[16];
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res[j*4 + i] = 0.0f;
for (int k = 0; k < 4; ++k)
{
res[j*4 + i] += resMat[k*4 + i] * aMatrix[j*4 + k];
}
}
}
memcpy(resMat, res, 16 * sizeof(double));
}

93
src/gl/data/gl_matrix.h Normal file
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@ -0,0 +1,93 @@
// Matrix class based on code from VSML:
/** ----------------------------------------------------------
* \class VSMathLib
*
* Lighthouse3D
*
* VSMathLib - Very Simple Matrix Library
*
* Full documentation at
* http://www.lighthouse3d.com/very-simple-libs
*
* This class aims at easing geometric transforms, camera
* placement and projection definition for programmers
* working with OpenGL core versions.
*
*
---------------------------------------------------------------*/
#ifndef __VSMatrix__
#define __VSMatrix__
#include <stdlib.h>
class VSMatrix {
public:
VSMatrix()
{
}
VSMatrix(int)
{
loadIdentity();
}
void translate(double x, double y, double z);
void scale(double x, double y, double z);
void rotate(double angle, double x, double y, double z);
void loadIdentity();
void multMatrix(const float *aMatrix);
void multMatrix(const double *aMatrix);
void multMatrix(const VSMatrix &aMatrix)
{
multMatrix(aMatrix.mMatrix);
}
void loadMatrix(const double *aMatrix);
void loadMatrix(const float *aMatrix);
void lookAt(double xPos, double yPos, double zPos, double xLook, double yLook, double zLook, double xUp, double yUp, double zUp);
void perspective(double fov, double ratio, double nearp, double farp);
void ortho(double left, double right, double bottom, double top, double nearp=-1.0f, double farp=1.0f);
void frustum(double left, double right, double bottom, double top, double nearp, double farp);
void copy(double * pDest)
{
memcpy(pDest, mMatrix, 16 * sizeof(double));
}
void copy(float * pDest)
{
for (int i = 0; i < 16; i++)
{
pDest[i] = (float)mMatrix[i];
}
}
void matrixToGL(int location);
void multMatrixPoint(const double *point, double *res);
void computeNormalMatrix(const float *aMatrix);
void computeNormalMatrix(const double *aMatrix);
void computeNormalMatrix(const VSMatrix &aMatrix)
{
computeNormalMatrix(aMatrix.mMatrix);
}
protected:
static void crossProduct(const double *a, const double *b, double *res);
static double dotProduct(const double *a, const double * b);
static void normalize(double *a);
static void subtract(const double *a, const double *b, double *res);
static void add(const double *a, const double *b, double *res);
static double length(const double *a);
static void multMatrix(double *resMatrix, const double *aMatrix);
static void setIdentityMatrix(double *mat, int size = 4);
/// The storage for matrices
double mMatrix[16];
};
#endif

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@ -83,6 +83,7 @@ void FRenderState::Reset()
mColormapState = CM_DEFAULT; mColormapState = CM_DEFAULT;
mLightParms[3] = -1.f; mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE; mSpecialEffect = EFF_NONE;
mClipHeight = 0.f;
} }
@ -114,12 +115,13 @@ bool FRenderState::ApplyShader()
} }
else else
{ {
// todo: check how performance is affected by using 'discard' in a shader and if necessary create a separate set of discard-less shaders.
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4); activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
activeShader->Bind(); activeShader->Bind();
} }
int fogset = 0; int fogset = 0;
//glColor4fv(mColor.vec);
if (mFogEnabled) if (mFogEnabled)
{ {
if ((mFogColor & 0xffffff) == 0) if ((mFogColor & 0xffffff) == 0)
@ -143,6 +145,7 @@ bool FRenderState::ApplyShader()
activeShader->muObjectColor.Set(mObjectColor); activeShader->muObjectColor.Set(mObjectColor);
activeShader->muDynLightColor.Set(mDynColor.vec); activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor); activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight);
if (mGlowEnabled) if (mGlowEnabled)
{ {

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@ -57,6 +57,7 @@ class FRenderState
int mBlendEquation; int mBlendEquation;
bool m2D; bool m2D;
float mInterpolationFactor; float mInterpolationFactor;
float mClipHeight;
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer; FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mColor; FStateVec4 mColor;
@ -100,6 +101,16 @@ public:
mCurrentVertexBuffer = NULL; mCurrentVertexBuffer = NULL;
} }
void SetClipHeight(float clip)
{
mClipHeight = clip;
}
float GetClipHeight()
{
return mClipHeight;
}
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0) void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
{ {
mColor.Set(r, g, b, a); mColor.Set(r, g, b, a);

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@ -79,6 +79,7 @@ EXTERN_CVAR(Bool, gl_noquery)
EXTERN_CVAR(Int, r_mirror_recursions) EXTERN_CVAR(Int, r_mirror_recursions)
TArray<GLPortal *> GLPortal::portals; TArray<GLPortal *> GLPortal::portals;
TArray<float> GLPortal::planestack;
int GLPortal::recursion; int GLPortal::recursion;
int GLPortal::MirrorFlag; int GLPortal::MirrorFlag;
int GLPortal::PlaneMirrorFlag; int GLPortal::PlaneMirrorFlag;
@ -200,6 +201,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
glColorMask(0,0,0,0); // don't write to the graphics buffer glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false); gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor(); gl_RenderState.ResetColor();
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
@ -235,7 +237,8 @@ bool GLPortal::Start(bool usestencil, bool doquery)
gl_RenderState.EnableTexture(true); gl_RenderState.EnableTexture(true);
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
glColorMask(1,1,1,1); glColorMask(1,1,1,1);
glDepthRange(0,1); gl_RenderState.SetEffect(EFF_NONE);
glDepthRange(0, 1);
GLuint sampleCount; GLuint sampleCount;
@ -264,6 +267,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil
gl_RenderState.EnableTexture(true); gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1); glColorMask(1,1,1,1);
gl_RenderState.SetEffect(EFF_NONE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(false); // don't write to Z-buffer! glDepthMask(false); // don't write to Z-buffer!
} }
@ -283,9 +287,8 @@ bool GLPortal::Start(bool usestencil, bool doquery)
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} }
} }
// The clip plane from the previous portal must be deactivated for this one. planestack.Push(gl_RenderState.GetClipHeight());
clipsave = glIsEnabled(GL_CLIP_PLANE0+renderdepth-1); gl_RenderState.SetClipHeight(0.f);
if (clipsave) glDisable(GL_CLIP_PLANE0+renderdepth-1);
// save viewpoint // save viewpoint
savedviewx=viewx; savedviewx=viewx;
@ -345,7 +348,11 @@ void GLPortal::End(bool usestencil)
PortalAll.Clock(); PortalAll.Clock();
GLRenderer->mCurrentPortal = NextPortal; GLRenderer->mCurrentPortal = NextPortal;
if (clipsave) glEnable (GL_CLIP_PLANE0+renderdepth-1);
float f;
planestack.Pop(f);
gl_RenderState.SetClipHeight(f);
if (usestencil) if (usestencil)
{ {
if (needdepth) FDrawInfo::EndDrawInfo(); if (needdepth) FDrawInfo::EndDrawInfo();
@ -360,6 +367,7 @@ void GLPortal::End(bool usestencil)
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
glColorMask(0,0,0,0); // no graphics glColorMask(0,0,0,0); // no graphics
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.ResetColor(); gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(false); gl_RenderState.EnableTexture(false);
gl_RenderState.Apply(); gl_RenderState.Apply();
@ -386,7 +394,8 @@ void GLPortal::End(bool usestencil)
gl_RenderState.EnableTexture(true); gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1); gl_RenderState.SetEffect(EFF_NONE);
glColorMask(1, 1, 1, 1);
recursion--; recursion--;
// restore old stencil op. // restore old stencil op.
@ -421,8 +430,10 @@ void GLPortal::End(bool usestencil)
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
glDepthRange(0,1); glDepthRange(0,1);
glColorMask(0,0,0,0); // no graphics glColorMask(0,0,0,0); // no graphics
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false); gl_RenderState.EnableTexture(false);
DrawPortalStencil(); DrawPortalStencil();
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.EnableTexture(true); gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1); glColorMask(1,1,1,1);
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
@ -778,18 +789,16 @@ void GLPlaneMirrorPortal::DrawContents()
validcount++; validcount++;
float f = FIXED2FLOAT(planez);
if (PlaneMirrorMode < 0) f -= 65536.f; // ceiling mirror: clip everytihng with a z lower than the portal's ceiling
else f += 65536.f; // floor mirror: clip everything with a z higher than the portal's floor
gl_RenderState.SetClipHeight(f);
PlaneMirrorFlag++; PlaneMirrorFlag++;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper(); ClearClipper();
glEnable(GL_CLIP_PLANE0+renderdepth);
// This only works properly for non-sloped planes so don't bother with the math.
//double d[4]={origin->a/65536., origin->c/65536., origin->b/65536., FIXED2FLOAT(origin->d)};
double d[4]={0, static_cast<double>(PlaneMirrorMode), 0, FIXED2FLOAT(origin->d)};
glClipPlane(GL_CLIP_PLANE0+renderdepth, d);
GLRenderer->DrawScene(); GLRenderer->DrawScene();
glDisable(GL_CLIP_PLANE0+renderdepth);
PlaneMirrorFlag--; PlaneMirrorFlag--;
PlaneMirrorMode=old_pm; PlaneMirrorMode=old_pm;
} }
@ -988,12 +997,12 @@ void GLHorizonPortal::DrawContents()
gltexture->Bind(); gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture);
gl_RenderState.EnableAlphaTest(false); gl_RenderState.EnableAlphaTest(false);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.Apply(); gl_RenderState.Apply();
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture);
float vx=FIXED2FLOAT(viewx); float vx=FIXED2FLOAT(viewx);
float vy=FIXED2FLOAT(viewy); float vy=FIXED2FLOAT(viewy);

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@ -82,6 +82,7 @@ class GLPortal
static int recursion; static int recursion;
static unsigned int QueryObject; static unsigned int QueryObject;
protected: protected:
static TArray<float> planestack;
static int MirrorFlag; static int MirrorFlag;
static int PlaneMirrorFlag; static int PlaneMirrorFlag;
static int renderdepth; static int renderdepth;
@ -101,7 +102,6 @@ private:
angle_t savedviewangle; angle_t savedviewangle;
AActor * savedviewactor; AActor * savedviewactor;
area_t savedviewarea; area_t savedviewarea;
unsigned char clipsave;
GLPortal *NextPortal; GLPortal *NextPortal;
TArray<BYTE> savedmapsection; TArray<BYTE> savedmapsection;
TArray<unsigned int> mPrimIndices; TArray<unsigned int> mPrimIndices;

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@ -200,6 +200,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
muGlowTopPlane.Init(hShader, "uGlowTopPlane"); muGlowTopPlane.Init(hShader, "uGlowTopPlane");
muFixedColormap.Init(hShader, "uFixedColormap"); muFixedColormap.Init(hShader, "uFixedColormap");
muInterpolationFactor.Init(hShader, "uInterpolationFactor"); muInterpolationFactor.Init(hShader, "uInterpolationFactor");
muClipHeight.Init(hShader, "uClipHeight");
timer_index = glGetUniformLocation(hShader, "timer"); timer_index = glGetUniformLocation(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights"); lights_index = glGetUniformLocation(hShader, "lights");

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@ -193,6 +193,7 @@ class FShader
FUniform4f muGlowBottomPlane; FUniform4f muGlowBottomPlane;
FUniform4f muGlowTopPlane; FUniform4f muGlowTopPlane;
FBufferedUniform1f muInterpolationFactor; FBufferedUniform1f muInterpolationFactor;
FBufferedUniform1f muClipHeight;
int timer_index; int timer_index;
int lights_index; int lights_index;

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@ -9,6 +9,12 @@ in vec2 glowdist;
void main() void main()
{ {
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
#endif
float fogdist; float fogdist;
float fogfactor; float fogfactor;

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@ -216,6 +216,12 @@ vec4 applyFog(vec4 frag, float fogfactor)
void main() void main()
{ {
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
#endif
vec4 frag = ProcessTexel(); vec4 frag = ProcessTexel();
switch (uFixedColormap) switch (uFixedColormap)

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@ -1,6 +1,7 @@
// This file contains common data definitions for both vertex and fragment shader // This file contains common data definitions for both vertex and fragment shader
uniform vec4 uCameraPos; uniform vec4 uCameraPos;
uniform float uClipHeight;
uniform int uTextureMode; uniform int uTextureMode;

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@ -2,6 +2,12 @@ in vec4 pixelpos;
void main() void main()
{ {
#ifndef NO_DISCARD
// clip plane emulation for plane reflections. These are always perfectly horizontal so a simple check of the pixelpos's y coordinate is sufficient.
if (pixelpos.y > uClipHeight + 65536.0) discard;
if (pixelpos.y < uClipHeight - 65536.0) discard;
#endif
gl_FragColor = vec4(1.0); gl_FragColor = vec4(1.0);
} }