/* ** gl_portal.cpp ** Generalized portal maintenance classes for skyboxes, horizons etc. ** Requires a stencil buffer! ** **--------------------------------------------------------------------------- ** Copyright 2004-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "p_local.h" #include "vectors.h" #include "c_dispatch.h" #include "doomstat.h" #include "a_sharedglobal.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/dynlights/gl_glow.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_clipper.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" #include "gl/utility/gl_geometric.h" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // General portal handling code // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- EXTERN_CVAR(Bool, gl_portals) EXTERN_CVAR(Bool, gl_noquery) EXTERN_CVAR(Int, r_mirror_recursions) TArray GLPortal::portals; TArray GLPortal::planestack; int GLPortal::recursion; int GLPortal::MirrorFlag; int GLPortal::PlaneMirrorFlag; int GLPortal::renderdepth; int GLPortal::PlaneMirrorMode; GLuint GLPortal::QueryObject; int GLPortal::instack[2]; bool GLPortal::inskybox; UniqueList UniqueSkies; UniqueList UniqueHorizons; UniqueList UniquePlaneMirrors; //========================================================================== // // // //========================================================================== void GLPortal::BeginScene() { UniqueSkies.Clear(); UniqueHorizons.Clear(); UniquePlaneMirrors.Clear(); } //========================================================================== // // // //========================================================================== void GLPortal::ClearScreen() { bool multi = !!glIsEnabled(GL_MULTISAMPLE); gl_MatrixStack.Push(gl_RenderState.mViewMatrix); gl_MatrixStack.Push(gl_RenderState.mProjectionMatrix); screen->Begin2D(false); screen->Dim(0, 1.f, 0, 0, SCREENWIDTH, SCREENHEIGHT); glEnable(GL_DEPTH_TEST); gl_MatrixStack.Pop(gl_RenderState.mProjectionMatrix); gl_MatrixStack.Pop(gl_RenderState.mViewMatrix); gl_RenderState.ApplyMatrices(); if (multi) glEnable(GL_MULTISAMPLE); gl_RenderState.Set2DMode(false); } //----------------------------------------------------------------------------- // // DrawPortalStencil // //----------------------------------------------------------------------------- void GLPortal::DrawPortalStencil() { if (mPrimIndices.Size() == 0) { bool cap = NeedCap() && lines.Size() > 1; mPrimIndices.Resize(2 * lines.Size() + 4 * cap); for (unsigned int i = 0; imVBO->GetBuffer(); ptr->Set(-32767.0f, 32767.0f, -32767.0f, 0, 0); ptr->Set(-32767.0f, 32767.0f, 32767.0f, 0, 0); ptr->Set(32767.0f, 32767.0f, 32767.0f, 0, 0); ptr->Set(32767.0f, 32767.0f, -32767.0f, 0, 0); mPrimIndices[n + 1] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n]); ptr->Set(-32767.0f, -32767.0f, -32767.0f, 0, 0); ptr->Set(-32767.0f, -32767.0f, 32767.0f, 0, 0); ptr->Set(32767.0f, -32767.0f, 32767.0f, 0, 0); ptr->Set(32767.0f, -32767.0f, -32767.0f, 0, 0); mPrimIndices[n + 3] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n + 2]); } } gl_RenderState.Apply(); for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2) { GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, mPrimIndices[i], mPrimIndices[i + 1]); } } //----------------------------------------------------------------------------- // // Start // //----------------------------------------------------------------------------- bool GLPortal::Start(bool usestencil, bool doquery) { rendered_portals++; PortalAll.Clock(); if (usestencil) { if (!gl_portals) { PortalAll.Unclock(); return false; } // Create stencil glStencilFunc(GL_EQUAL,recursion,~0); // create stencil glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels glColorMask(0,0,0,0); // don't write to the graphics buffer gl_RenderState.SetEffect(EFF_STENCIL); gl_RenderState.EnableTexture(false); gl_RenderState.ResetColor(); glDepthFunc(GL_LESS); gl_RenderState.Apply(); if (NeedDepthBuffer()) { glDepthMask(false); // don't write to Z-buffer! if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain. else if (gl_noquery) doquery = false; // If occlusion query is supported let's use it to avoid rendering portals that aren't visible if (!QueryObject) glGenQueries(1, &QueryObject); if (QueryObject) { glBeginQuery(GL_SAMPLES_PASSED, QueryObject); } else doquery = false; // some kind of error happened DrawPortalStencil(); glEndQuery(GL_SAMPLES_PASSED); // Clear Z-buffer glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil glDepthMask(true); // enable z-buffer again glDepthRange(1,1); glDepthFunc(GL_ALWAYS); DrawPortalStencil(); // set normal drawing mode gl_RenderState.EnableTexture(true); glDepthFunc(GL_LESS); glColorMask(1,1,1,1); gl_RenderState.SetEffect(EFF_NONE); glDepthRange(0, 1); GLuint sampleCount; glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount); if (sampleCount==0) // not visible { // restore default stencil op. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil PortalAll.Unclock(); return false; } FDrawInfo::StartDrawInfo(); } else { // No z-buffer is needed therefore we can skip all the complicated stuff that is involved // No occlusion queries will be done here. For these portals the overhead is far greater // than the benefit. // Note: We must draw the stencil with z-write enabled here because there is no second pass! glDepthMask(true); DrawPortalStencil(); glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil gl_RenderState.EnableTexture(true); glColorMask(1,1,1,1); gl_RenderState.SetEffect(EFF_NONE); glDisable(GL_DEPTH_TEST); glDepthMask(false); // don't write to Z-buffer! } recursion++; } else { if (NeedDepthBuffer()) { FDrawInfo::StartDrawInfo(); } else { glDepthMask(false); glDisable(GL_DEPTH_TEST); } } planestack.Push(gl_RenderState.GetClipHeightTop()); planestack.Push(gl_RenderState.GetClipHeightBottom()); glDisable(GL_CLIP_DISTANCE0); glDisable(GL_CLIP_DISTANCE1); gl_RenderState.SetClipHeightBottom(-65536.f); gl_RenderState.SetClipHeightTop(65536.f); // save viewpoint savedviewx=viewx; savedviewy=viewy; savedviewz=viewz; savedviewactor=GLRenderer->mViewActor; savedviewangle=viewangle; savedviewarea=in_area; NextPortal = GLRenderer->mCurrentPortal; GLRenderer->mCurrentPortal = NULL; // Portals which need this have to set it themselves PortalAll.Unclock(); return true; } inline void GLPortal::ClearClipper() { fixed_t angleOffset = viewangle - savedviewangle; clipper.Clear(); static int call=0; // Set the clipper to the minimal visible area clipper.SafeAddClipRange(0,0xffffffff); for(unsigned int i=0;i0) { clipper.SafeRemoveClipRangeRealAngles(startAngle + angleOffset, endAngle + angleOffset); } } // and finally clip it to the visible area angle_t a1 = GLRenderer->FrustumAngle(); if (a1mCurrentPortal = NextPortal; float f; planestack.Pop(f); gl_RenderState.SetClipHeightBottom(f); if (f > -65535.f) glEnable(GL_CLIP_DISTANCE0); planestack.Pop(f); gl_RenderState.SetClipHeightTop(f); if (f < 65535.f) glEnable(GL_CLIP_DISTANCE1); if (usestencil) { if (needdepth) FDrawInfo::EndDrawInfo(); // Restore the old view viewx=savedviewx; viewy=savedviewy; viewz=savedviewz; viewangle=savedviewangle; GLRenderer->mViewActor=savedviewactor; in_area=savedviewarea; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); glColorMask(0,0,0,0); // no graphics gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(false); gl_RenderState.Apply(); if (needdepth) { // first step: reset the depth buffer to max. depth glDepthRange(1,1); // always glDepthFunc(GL_ALWAYS); // write the farthest depth value DrawPortalStencil(); } else { glEnable(GL_DEPTH_TEST); } // second step: restore the depth buffer to the previous values and reset the stencil glDepthFunc(GL_LEQUAL); glDepthRange(0,1); glStencilOp(GL_KEEP,GL_KEEP,GL_DECR); glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil DrawPortalStencil(); glDepthFunc(GL_LESS); gl_RenderState.EnableTexture(true); gl_RenderState.SetEffect(EFF_NONE); glColorMask(1, 1, 1, 1); recursion--; // restore old stencil op. glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil } else { if (needdepth) { FDrawInfo::EndDrawInfo(); glClear(GL_DEPTH_BUFFER_BIT); } else { glEnable(GL_DEPTH_TEST); glDepthMask(true); } // Restore the old view viewx=savedviewx; viewy=savedviewy; viewz=savedviewz; viewangle=savedviewangle; GLRenderer->mViewActor=savedviewactor; in_area=savedviewarea; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); // This draws a valid z-buffer into the stencil's contents to ensure it // doesn't get overwritten by the level's geometry. gl_RenderState.ResetColor(); glDepthFunc(GL_LEQUAL); glDepthRange(0,1); glColorMask(0,0,0,0); // no graphics gl_RenderState.SetEffect(EFF_STENCIL); gl_RenderState.EnableTexture(false); DrawPortalStencil(); gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.EnableTexture(true); glColorMask(1,1,1,1); glDepthFunc(GL_LESS); } PortalAll.Unclock(); } //----------------------------------------------------------------------------- // // StartFrame // //----------------------------------------------------------------------------- void GLPortal::StartFrame() { GLPortal * p=NULL; portals.Push(p); if (renderdepth==0) { inskybox=false; instack[sector_t::floor]=instack[sector_t::ceiling]=0; } renderdepth++; } //----------------------------------------------------------------------------- // // Portal info // //----------------------------------------------------------------------------- static bool gl_portalinfo; CCMD(gl_portalinfo) { gl_portalinfo = true; } FString indent; //----------------------------------------------------------------------------- // // EndFrame // //----------------------------------------------------------------------------- void GLPortal::EndFrame() { GLPortal * p; if (gl_portalinfo) { Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars()); indent += " "; } // Only use occlusion query if there are more than 2 portals. // Otherwise there's too much overhead. // (And don't forget to consider the separating NULL pointers!) bool usequery = portals.Size() > 2 + (unsigned)renderdepth; while (portals.Pop(p) && p) { if (gl_portalinfo) { Printf("%sProcessing %s, depth = %d, query = %d\n", indent.GetChars(), p->GetName(), renderdepth, usequery); } if (p->lines.Size() > 0) { p->RenderPortal(true, usequery); } delete p; } renderdepth--; if (gl_portalinfo) { indent.Truncate(long(indent.Len()-2)); Printf("%s}\n", indent.GetChars()); if (portals.Size() == 0) gl_portalinfo = false; } } //----------------------------------------------------------------------------- // // Renders one sky portal without a stencil. // In more complex scenes using a stencil for skies can severly stall // the GPU and there's rarely more than one sky visible at a time. // //----------------------------------------------------------------------------- bool GLPortal::RenderFirstSkyPortal(int recursion) { GLPortal * p; GLPortal * best = NULL; unsigned bestindex=0; // Find the one with the highest amount of lines. // Normally this is also the one that saves the largest amount // of time by drawing it before the scene itself. for(int i = portals.Size()-1; i >= 0 && portals[i] != NULL; --i) { p=portals[i]; if (p->lines.Size() > 0 && p->IsSky()) { // Cannot clear the depth buffer inside a portal recursion if (recursion && p->NeedDepthBuffer()) continue; if (!best || p->lines.Size()>best->lines.Size()) { best=p; bestindex=i; } } } if (best) { portals.Delete(bestindex); best->RenderPortal(false, false); delete best; return true; } return false; } //----------------------------------------------------------------------------- // // FindPortal // //----------------------------------------------------------------------------- GLPortal * GLPortal::FindPortal(const void * src) { int i=portals.Size()-1; while (i>=0 && portals[i] && portals[i]->GetSource()!=src) i--; return i>=0? portals[i]:NULL; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLPortal::SaveMapSection() { savedmapsection.Resize(currentmapsection.Size()); memcpy(&savedmapsection[0], ¤tmapsection[0], currentmapsection.Size()); memset(¤tmapsection[0], 0, currentmapsection.Size()); } void GLPortal::RestoreMapSection() { memcpy(¤tmapsection[0], &savedmapsection[0], currentmapsection.Size()); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Skybox Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLSkyboxPortal::DrawContents // //----------------------------------------------------------------------------- static int skyboxrecursion=0; void GLSkyboxPortal::DrawContents() { int old_pm=PlaneMirrorMode; int saved_extralight = extralight; if (skyboxrecursion>=3) { ClearScreen(); return; } skyboxrecursion++; origin->flags|=MF_JUSTHIT; extralight = 0; PlaneMirrorMode=0; glDisable(GL_DEPTH_CLAMP); viewx = origin->PrevX + FixedMul(r_TicFrac, origin->x - origin->PrevX); viewy = origin->PrevY + FixedMul(r_TicFrac, origin->y - origin->PrevY); viewz = origin->PrevZ + FixedMul(r_TicFrac, origin->z - origin->PrevZ); viewangle += origin->PrevAngle + FixedMul(r_TicFrac, origin->angle - origin->PrevAngle); // Don't let the viewpoint be too close to a floor or ceiling! fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin->x, origin->y); fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin->x, origin->y); if (viewzceilh-4*FRACUNIT) viewz=ceilh-4*FRACUNIT; GLRenderer->mViewActor = origin; validcount++; inskybox=true; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); GLRenderer->SetViewArea(); ClearClipper(); int mapsection = R_PointInSubsector(viewx, viewy)->mapsection; SaveMapSection(); currentmapsection[mapsection>>3] |= 1 << (mapsection & 7); GLRenderer->DrawScene(); origin->flags&=~MF_JUSTHIT; inskybox=false; glEnable(GL_DEPTH_CLAMP); skyboxrecursion--; PlaneMirrorMode=old_pm; extralight = saved_extralight; RestoreMapSection(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Sector stack Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- GLSectorStackPortal::~GLSectorStackPortal() { if (origin != NULL && origin->glportal == this) { origin->glportal = NULL; } } //----------------------------------------------------------------------------- // // GLSectorStackPortal::SetupCoverage // //----------------------------------------------------------------------------- static BYTE SetCoverage(void *node) { if (numnodes == 0) { return 0; } if (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; BYTE coverage = SetCoverage(bsp->children[0]) | SetCoverage(bsp->children[1]); gl_drawinfo->no_renderflags[bsp-nodes] = coverage; return coverage; } else { subsector_t *sub = (subsector_t *)((BYTE *)node - 1); return gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN; } } void GLSectorStackPortal::SetupCoverage() { for(unsigned i=0; iplane; for(int j=0;jportalcoverage[plane].sscount; j++) { subsector_t *dsub = &::subsectors[sub->portalcoverage[plane].subsectors[j]]; currentmapsection[dsub->mapsection>>3] |= 1 << (dsub->mapsection&7); gl_drawinfo->ss_renderflags[dsub-::subsectors] |= SSRF_SEEN; } } SetCoverage(&nodes[numnodes-1]); } //----------------------------------------------------------------------------- // // GLSectorStackPortal::DrawContents // //----------------------------------------------------------------------------- void GLSectorStackPortal::DrawContents() { FPortal *portal = origin; viewx += origin->xDisplacement; viewy += origin->yDisplacement; GLRenderer->mViewActor = NULL; GLRenderer->mCurrentPortal = this; validcount++; // avoid recursions! if (origin->plane != -1) instack[origin->plane]++; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); SaveMapSection(); SetupCoverage(); ClearClipper(); GLRenderer->DrawScene(); RestoreMapSection(); if (origin->plane != -1) instack[origin->plane]--; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Plane Mirror Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLPlaneMirrorPortal::DrawContents // //----------------------------------------------------------------------------- void GLPlaneMirrorPortal::DrawContents() { if (renderdepth>r_mirror_recursions) { ClearScreen(); return; } int old_pm=PlaneMirrorMode; fixed_t planez = origin->ZatPoint(viewx, viewy); viewz = 2*planez - viewz; GLRenderer->mViewActor = NULL; PlaneMirrorMode = ksgn(origin->c); validcount++; PlaneMirrorFlag++; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); ClearClipper(); float f = FIXED2FLOAT(planez); if (PlaneMirrorMode < 0) { gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everytihng with a z lower than the portal's ceiling glEnable(GL_CLIP_DISTANCE1); } else { gl_RenderState.SetClipHeightBottom(f); // floor mirror: clip everything with a z higher than the portal's floor glEnable(GL_CLIP_DISTANCE0); } GLRenderer->DrawScene(); glDisable(GL_CLIP_DISTANCE0); glDisable(GL_CLIP_DISTANCE1); gl_RenderState.SetClipHeightBottom(-65536.f); gl_RenderState.SetClipHeightTop(65536.f); PlaneMirrorFlag--; PlaneMirrorMode=old_pm; } //----------------------------------------------------------------------------- // // GLPlaneMirrorPortal::DrawContents // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Mirror Portal // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // R_EnterMirror // //----------------------------------------------------------------------------- void GLMirrorPortal::DrawContents() { if (renderdepth>r_mirror_recursions) { ClearScreen(); return; } GLRenderer->mCurrentPortal = this; angle_t startang = viewangle; fixed_t startx = viewx; fixed_t starty = viewy; vertex_t *v1 = linedef->v1; vertex_t *v2 = linedef->v2; // Reflect the current view behind the mirror. if (linedef->dx == 0) { // vertical mirror viewx = v1->x - startx + v1->x; // Compensation for reendering inaccuracies if (startxx) viewx -= FRACUNIT/2; else viewx += FRACUNIT/2; } else if (linedef->dy == 0) { // horizontal mirror viewy = v1->y - starty + v1->y; // Compensation for reendering inaccuracies if (startyy) viewy -= FRACUNIT/2; else viewy += FRACUNIT/2; } else { // any mirror--use floats to avoid integer overflow. // Use doubles to avoid losing precision which is very important here. double dx = FIXED2DBL(v2->x - v1->x); double dy = FIXED2DBL(v2->y - v1->y); double x1 = FIXED2DBL(v1->x); double y1 = FIXED2DBL(v1->y); double x = FIXED2DBL(startx); double y = FIXED2DBL(starty); // the above two cases catch len == 0 double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy); viewx = FLOAT2FIXED((x1 + r * dx)*2 - x); viewy = FLOAT2FIXED((y1 + r * dy)*2 - y); // Compensation for reendering inaccuracies FVector2 v(-dx, dy); v.MakeUnit(); viewx+= FLOAT2FIXED(v[1] * renderdepth / 2); viewy+= FLOAT2FIXED(v[0] * renderdepth / 2); } // we cannot afford any imprecisions caused by R_PointToAngle2 here. They'd be visible as seams around the mirror. viewangle = 2*R_PointToAnglePrecise (linedef->v1->x, linedef->v1->y, linedef->v2->x, linedef->v2->y) - startang; GLRenderer->mViewActor = NULL; validcount++; MirrorFlag++; GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); clipper.Clear(); angle_t af = GLRenderer->FrustumAngle(); if (afv1->GetClipAngle(); angle_t a1 = linedef->v2->GetClipAngle(); clipper.SafeAddClipRange(a1,a2); GLRenderer->DrawScene(); MirrorFlag--; } int GLMirrorPortal::ClipSeg(seg_t *seg) { // this seg is completely behind the mirror! if (P_PointOnLineSide(seg->v1->x, seg->v1->y, linedef) && P_PointOnLineSide(seg->v2->x, seg->v2->y, linedef)) { return PClip_InFront; } return PClip_Inside; } int GLMirrorPortal::ClipPoint(fixed_t x, fixed_t y) { if (P_PointOnLineSide(x, y, linedef)) { return PClip_InFront; } return PClip_Inside; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Horizon Portal // // This simply draws the area in medium sized squares. Drawing it as a whole // polygon creates visible inaccuracies. // // Originally I tried to minimize the amount of data to be drawn but there // are 2 problems with it: // // 1. Setting this up completely negates any performance gains. // 2. It doesn't work with a 360° field of view (as when you are looking up.) // // // So the brute force mechanism is just as good. // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLHorizonPortal::DrawContents // //----------------------------------------------------------------------------- void GLHorizonPortal::DrawContents() { PortalAll.Clock(); GLSectorPlane * sp=&origin->plane; FMaterial * gltexture; PalEntry color; float z; player_t * player=&players[consoleplayer]; gltexture=FMaterial::ValidateTexture(sp->texture, false, true); if (!gltexture) { ClearScreen(); PortalAll.Unclock(); return; } z=FIXED2FLOAT(sp->texheight); if (gltexture && gltexture->tex->isFullbright()) { // glowing textures are always drawn full bright without color gl_SetColor(255, 0, origin->colormap, 1.f); gl_SetFog(255, 0, &origin->colormap, false); } else { int rel = getExtraLight(); gl_SetColor(origin->lightlevel, rel, origin->colormap, 1.0f); gl_SetFog(origin->lightlevel, rel, &origin->colormap, false); } gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_SetPlaneTextureRotation(sp, gltexture); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.Apply(); float vx=FIXED2FLOAT(viewx); float vy=FIXED2FLOAT(viewy); // Draw to some far away boundary // This is not drawn as larher strips because it causes visual glitches. for(float x=-32768+vx; x<32768+vx; x+=4096) { for(float y=-32768+vy; y<32768+vy;y+=4096) { FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x, z, y, x / 64, -y / 64); ptr++; ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64); ptr++; ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64); ptr++; ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); } } float vz=FIXED2FLOAT(viewz); float tz=(z-vz);///64.0f; // fill the gap between the polygon and the true horizon // Since I can't draw into infinity there can always be a // small gap FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz); ptr++; ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz); ptr++; ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0); ptr++; ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz); ptr++; ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0); ptr++; ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz); ptr++; ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); gl_RenderState.EnableTextureMatrix(false); PortalAll.Unclock(); } const char *GLSkyPortal::GetName() { return "Sky"; } const char *GLSkyboxPortal::GetName() { return "Skybox"; } const char *GLSectorStackPortal::GetName() { return "Sectorstack"; } const char *GLPlaneMirrorPortal::GetName() { return "Planemirror"; } const char *GLMirrorPortal::GetName() { return "Mirror"; } const char *GLHorizonPortal::GetName() { return "Horizon"; }