mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 12:51:27 +00:00
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
This commit is contained in:
parent
ab1bf2bca3
commit
ef7bcb3a66
7 changed files with 1426 additions and 1263 deletions
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@ -45,6 +45,7 @@
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "doomstat.h"
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#include "a_sharedglobal.h"
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#include "a_sharedglobal.h"
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#include "r_sky.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_framebuffer.h"
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@ -533,7 +534,7 @@ void GLPortal::EndFrame()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// Renders one sky portal without a stencil.
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// Renders one sky portal without a stencil.
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// In more complex scenes using a stencil for skies can severly stall
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// In more complex scenes using a stencil for skies can severely stall
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// the GPU and there's rarely more than one sky visible at a time.
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// the GPU and there's rarely more than one sky visible at a time.
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -1080,6 +1081,69 @@ void GLHorizonPortal::DrawContents()
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.EnableTextureMatrix(false);
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PortalAll.Unclock();
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PortalAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// Eternity-style horizon portal
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//
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// To the rest of the engine these masquerade as a skybox portal
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// Internally they need to draw two horizon or sky portals
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// and will use the respective classes to achieve that.
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void GLEEHorizonPortal::DrawContents()
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{
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PortalAll.Clock();
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if (origin->Sector->GetTexture(sector_t::floor) == skyflatnum ||
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origin->Sector->GetTexture(sector_t::ceiling) == skyflatnum)
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{
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GLSkyInfo skyinfo;
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skyinfo.init(origin->Sector->sky, 0);
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GLSkyPortal sky(&skyinfo, true);
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sky.DrawContents();
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}
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if (origin->Sector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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GLHorizonInfo horz;
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horz.plane.GetFromSector(origin->Sector, true);
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horz.lightlevel = gl_ClampLight(origin->Sector->GetCeilingLight());
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horz.colormap = origin->Sector->ColorMap;
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if (origin->flags & MF_FLOAT)
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{
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horz.plane.texheight = viewz + abs(horz.plane.texheight);
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}
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GLHorizonPortal ceil(&horz, true);
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ceil.DrawContents();
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}
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if (origin->Sector->GetTexture(sector_t::floor) != skyflatnum)
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{
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GLHorizonInfo horz;
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horz.plane.GetFromSector(origin->Sector, false);
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horz.lightlevel = gl_ClampLight(origin->Sector->GetFloorLight());
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horz.colormap = origin->Sector->ColorMap;
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if (origin->flags & MF_FLOAT)
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{
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horz.plane.texheight = viewz - abs(horz.plane.texheight);
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}
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GLHorizonPortal floor(&horz, true);
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floor.DrawContents();
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}
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}
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}
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const char *GLSkyPortal::GetName() { return "Sky"; }
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const char *GLSkyPortal::GetName() { return "Sky"; }
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@ -1088,3 +1152,5 @@ const char *GLSectorStackPortal::GetName() { return "Sectorstack"; }
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const char *GLPlaneMirrorPortal::GetName() { return "Planemirror"; }
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const char *GLPlaneMirrorPortal::GetName() { return "Planemirror"; }
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const char *GLMirrorPortal::GetName() { return "Mirror"; }
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const char *GLMirrorPortal::GetName() { return "Mirror"; }
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const char *GLHorizonPortal::GetName() { return "Horizon"; }
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const char *GLHorizonPortal::GetName() { return "Horizon"; }
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const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }
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@ -70,11 +70,13 @@ struct GLSkyInfo
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{
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{
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return !!memcmp(this, &inf, sizeof(*this));
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return !!memcmp(this, &inf, sizeof(*this));
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}
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}
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void init(int sky1, PalEntry fadecolor);
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};
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};
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extern UniqueList<GLSkyInfo> UniqueSkies;
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extern UniqueList<GLSkyInfo> UniqueSkies;
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extern UniqueList<GLHorizonInfo> UniqueHorizons;
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extern UniqueList<GLHorizonInfo> UniqueHorizons;
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extern UniqueList<secplane_t> UniquePlaneMirrors;
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extern UniqueList<secplane_t> UniquePlaneMirrors;
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struct GLEEHorizonPortal;
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class GLPortal
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class GLPortal
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{
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{
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@ -110,7 +112,7 @@ protected:
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TArray<GLWall> lines;
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TArray<GLWall> lines;
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int level;
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int level;
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GLPortal() { portals.Push(this); }
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GLPortal(bool local = false) { if (!local) portals.Push(this); }
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virtual ~GLPortal() { }
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virtual ~GLPortal() { }
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bool Start(bool usestencil, bool doquery);
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bool Start(bool usestencil, bool doquery);
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@ -215,6 +217,7 @@ public:
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struct GLSkyPortal : public GLPortal
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struct GLSkyPortal : public GLPortal
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{
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{
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GLSkyInfo * origin;
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GLSkyInfo * origin;
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friend struct GLEEHorizonPortal;
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protected:
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protected:
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virtual void DrawContents();
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virtual void DrawContents();
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@ -226,7 +229,8 @@ protected:
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public:
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public:
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GLSkyPortal(GLSkyInfo * pt)
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GLSkyPortal(GLSkyInfo * pt, bool local = false)
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: GLPortal(local)
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{
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{
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origin=pt;
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origin=pt;
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}
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}
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@ -281,6 +285,7 @@ public:
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struct GLHorizonPortal : public GLPortal
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struct GLHorizonPortal : public GLPortal
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{
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{
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GLHorizonInfo * origin;
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GLHorizonInfo * origin;
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friend struct GLEEHorizonPortal;
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protected:
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protected:
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virtual void DrawContents();
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virtual void DrawContents();
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@ -291,7 +296,28 @@ protected:
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public:
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public:
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GLHorizonPortal(GLHorizonInfo * pt)
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GLHorizonPortal(GLHorizonInfo * pt, bool local = false)
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: GLPortal(local)
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{
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origin=pt;
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}
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};
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struct GLEEHorizonPortal : public GLPortal
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{
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AActor * origin;
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protected:
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virtual void DrawContents();
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virtual void * GetSource() const { return origin; }
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virtual bool NeedDepthBuffer() { return false; }
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virtual bool NeedCap() { return false; }
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virtual const char *GetName();
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public:
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GLEEHorizonPortal(AActor *pt)
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{
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{
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origin=pt;
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origin=pt;
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}
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}
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@ -63,6 +63,72 @@ enum
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};
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};
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//==========================================================================
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//
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// Set up the skyinfo struct
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//
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//==========================================================================
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void GLSkyInfo::init(int sky1, PalEntry FadeColor)
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{
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memset(this, 0, sizeof(*this));
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if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT - 1)))
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{
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const line_t *l = &lines[(sky1&(PL_SKYFLAT - 1)) - 1];
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const side_t *s = l->sidedef[0];
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int pos;
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if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
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{
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pos = side_t::bottom;
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}
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else
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{
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pos = side_t::top;
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}
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FTextureID texno = s->GetTexture(pos);
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texture[0] = FMaterial::ValidateTexture(texno, false, true);
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if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
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skytexno1 = texno;
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x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos));
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y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
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mirrored = !l->args[2];
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}
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else
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{
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normalsky:
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if (level.flags&LEVEL_DOUBLESKY)
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{
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texture[1] = FMaterial::ValidateTexture(sky1texture, false, true);
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x_offset[1] = GLRenderer->mSky1Pos;
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doublesky = true;
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}
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if ((level.flags&LEVEL_SWAPSKIES || (sky1 == PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
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sky2texture != sky1texture) // If both skies are equal use the scroll offset of the first!
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{
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texture[0] = FMaterial::ValidateTexture(sky2texture, false, true);
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skytexno1 = sky2texture;
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sky2 = true;
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x_offset[0] = GLRenderer->mSky2Pos;
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}
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else if (!doublesky)
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{
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texture[0] = FMaterial::ValidateTexture(sky1texture, false, true);
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skytexno1 = sky1texture;
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x_offset[0] = GLRenderer->mSky1Pos;
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}
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}
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if (skyfog > 0)
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{
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fadecolor = FadeColor;
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fadecolor.a = 0;
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}
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else fadecolor = 0;
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Calculate sky texture
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// Calculate sky texture
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@ -92,63 +158,7 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
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}
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}
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else
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else
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{
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{
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int sky1 = sector->sky;
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skyinfo.init(sector->sky, Colormap.FadeColor);
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memset(&skyinfo, 0, sizeof(skyinfo));
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if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT-1)))
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{
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const line_t *l = &lines[(sky1&(PL_SKYFLAT-1))-1];
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const side_t *s = l->sidedef[0];
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int pos;
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if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
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{
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pos = side_t::bottom;
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}
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else
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{
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pos = side_t::top;
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}
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FTextureID texno = s->GetTexture(pos);
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skyinfo.texture[0] = FMaterial::ValidateTexture(texno, false, true);
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if (!skyinfo.texture[0] || skyinfo.texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
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skyinfo.skytexno1 = texno;
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skyinfo.x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos));
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skyinfo.y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
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skyinfo.mirrored = !l->args[2];
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}
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else
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{
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normalsky:
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if (level.flags&LEVEL_DOUBLESKY)
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{
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skyinfo.texture[1]=FMaterial::ValidateTexture(sky1texture, false, true);
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skyinfo.x_offset[1] = GLRenderer->mSky1Pos;
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skyinfo.doublesky = true;
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}
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if ((level.flags&LEVEL_SWAPSKIES || (sky1==PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
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sky2texture!=sky1texture) // If both skies are equal use the scroll offset of the first!
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{
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skyinfo.texture[0]=FMaterial::ValidateTexture(sky2texture, false, true);
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skyinfo.skytexno1=sky2texture;
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skyinfo.sky2 = true;
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skyinfo.x_offset[0] = GLRenderer->mSky2Pos;
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}
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else
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{
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skyinfo.texture[0]=FMaterial::ValidateTexture(sky1texture, false, true);
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skyinfo.skytexno1=sky1texture;
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skyinfo.x_offset[0] = GLRenderer->mSky1Pos;
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}
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}
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if (skyfog>0)
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{
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skyinfo.fadecolor=Colormap.FadeColor;
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skyinfo.fadecolor.a=0;
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}
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else skyinfo.fadecolor=0;
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type = RENDERWALL_SKY;
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type = RENDERWALL_SKY;
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sky=UniqueSkies.Get(&skyinfo);
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sky=UniqueSkies.Get(&skyinfo);
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}
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}
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@ -194,7 +204,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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{
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{
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if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
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if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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{
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if ((bs->special&0xff) == NoSkyDraw) return;
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if (bs->special == NoSkyDraw) return;
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if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
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if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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{
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// if the back sector is closed the sky must be drawn!
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// if the back sector is closed the sky must be drawn!
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@ -285,7 +295,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
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{
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{
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if (fs->GetTexture(sector_t::floor)==skyflatnum)
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if (fs->GetTexture(sector_t::floor)==skyflatnum)
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{
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{
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if ((bs->special&0xff) == NoSkyDraw) return;
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if (bs->special == NoSkyDraw) return;
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FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
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FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
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// For lower skies the normal logic only applies to walls with no lower texture!
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// For lower skies the normal logic only applies to walls with no lower texture!
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@ -177,7 +177,12 @@ void GLWall::PutWall(bool translucent)
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case RENDERWALL_SKYBOX:
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case RENDERWALL_SKYBOX:
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portal = GLPortal::FindPortal(skybox);
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portal = GLPortal::FindPortal(skybox);
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if (!portal) portal=new GLSkyboxPortal(skybox);
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if (!portal)
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{
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// either a regulat skybox or an Eternity-style horizon
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if (skybox->flags7 & MF7_HANDLENODELAY) portal = new GLEEHorizonPortal(skybox);
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else portal = new GLSkyboxPortal(skybox);
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}
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portal->AddLine(this);
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portal->AddLine(this);
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break;
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break;
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@ -65,6 +65,7 @@
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// State.
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// State.
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#include "r_state.h"
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#include "r_state.h"
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#include "r_sky.h"
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#include "c_console.h"
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#include "c_console.h"
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@ -986,7 +987,7 @@ void P_SetupPortals()
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}
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}
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}
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}
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inline void SetPortal(sector_t *sector, int plane, AStackPoint *portal, fixed_t alpha)
|
inline void SetPortal(sector_t *sector, int plane, ASkyViewpoint *portal, fixed_t alpha)
|
||||||
{
|
{
|
||||||
// plane: 0=floor, 1=ceiling, 2=both
|
// plane: 0=floor, 1=ceiling, 2=both
|
||||||
if (plane > 0)
|
if (plane > 0)
|
||||||
|
@ -996,6 +997,8 @@ inline void SetPortal(sector_t *sector, int plane, AStackPoint *portal, fixed_t
|
||||||
sector->CeilingSkyBox = portal;
|
sector->CeilingSkyBox = portal;
|
||||||
if (sector->GetAlpha(sector_t::ceiling) == OPAQUE)
|
if (sector->GetAlpha(sector_t::ceiling) == OPAQUE)
|
||||||
sector->SetAlpha(sector_t::ceiling, alpha);
|
sector->SetAlpha(sector_t::ceiling, alpha);
|
||||||
|
|
||||||
|
if (!portal->bAlways) sector->SetTexture(sector_t::ceiling, skyflatnum);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (plane == 2 || plane == 0)
|
if (plane == 2 || plane == 0)
|
||||||
|
@ -1006,6 +1009,8 @@ inline void SetPortal(sector_t *sector, int plane, AStackPoint *portal, fixed_t
|
||||||
}
|
}
|
||||||
if (sector->GetAlpha(sector_t::floor) == OPAQUE)
|
if (sector->GetAlpha(sector_t::floor) == OPAQUE)
|
||||||
sector->SetAlpha(sector_t::floor, alpha);
|
sector->SetAlpha(sector_t::floor, alpha);
|
||||||
|
|
||||||
|
if (!portal->bAlways) sector->SetTexture(sector_t::floor, skyflatnum);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1076,6 +1081,47 @@ void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void P_SpawnHorizon(line_t *line)
|
||||||
|
{
|
||||||
|
ASkyViewpoint *origin = Spawn<ASkyViewpoint>(0, 0, 0, NO_REPLACE);
|
||||||
|
origin->Sector = line->frontsector;
|
||||||
|
origin->flags7 |= MF7_HANDLENODELAY; // mark as 'special'
|
||||||
|
if (line->args[1] == 3) origin->flags |= MF_FLOAT; // well, it actually does 'float'... :P
|
||||||
|
|
||||||
|
|
||||||
|
int s;
|
||||||
|
FSectorTagIterator itr(line->args[0]);
|
||||||
|
while ((s = itr.Next()) >= 0)
|
||||||
|
{
|
||||||
|
SetPortal(§ors[s], line->args[2], origin, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int j=0;j<numlines;j++)
|
||||||
|
{
|
||||||
|
// Check if this portal needs to be copied to other sectors
|
||||||
|
// This must be done here to ensure that it gets done only after the portal is set up
|
||||||
|
if (lines[j].special == Sector_SetPortal &&
|
||||||
|
lines[j].args[1] == 1 &&
|
||||||
|
(lines[j].args[2] == line->args[2] || lines[j].args[2] == 3) &&
|
||||||
|
lines[j].args[3] == line->args[0])
|
||||||
|
{
|
||||||
|
if (lines[j].args[0] == 0)
|
||||||
|
{
|
||||||
|
SetPortal(lines[j].frontsector, line->args[2], origin, 0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
FSectorTagIterator itr(lines[j].args[0]);
|
||||||
|
while ((s = itr.Next()) >= 0)
|
||||||
|
{
|
||||||
|
SetPortal(§ors[s], line->args[2], origin, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// P_SetSectorDamage
|
// P_SetSectorDamage
|
||||||
//
|
//
|
||||||
|
@ -1408,6 +1454,8 @@ void P_SpawnSpecials (void)
|
||||||
// - 0: normal (handled here)
|
// - 0: normal (handled here)
|
||||||
// - 1: copy (handled by the portal they copy)
|
// - 1: copy (handled by the portal they copy)
|
||||||
// - 2: EE-style skybox (handled by the camera object)
|
// - 2: EE-style skybox (handled by the camera object)
|
||||||
|
// - 3: EE-style flat portal (HW renderer only for now)
|
||||||
|
// - 4: EE-style horizon portal (HW renderer only for now)
|
||||||
// other values reserved for later use
|
// other values reserved for later use
|
||||||
// arg 2 = 0:floor, 1:ceiling, 2:both
|
// arg 2 = 0:floor, 1:ceiling, 2:both
|
||||||
// arg 3 = 0: anchor, 1: reference line
|
// arg 3 = 0: anchor, 1: reference line
|
||||||
|
@ -1416,6 +1464,10 @@ void P_SpawnSpecials (void)
|
||||||
{
|
{
|
||||||
P_SpawnPortal(&lines[i], lines[i].args[0], lines[i].args[2], lines[i].args[4]);
|
P_SpawnPortal(&lines[i], lines[i].args[0], lines[i].args[2], lines[i].args[4]);
|
||||||
}
|
}
|
||||||
|
else if (lines[i].args[1] == 3 || lines[i].args[1] == 4)
|
||||||
|
{
|
||||||
|
P_SpawnHorizon(&lines[i]);
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
// [RH] ZDoom Static_Init settings
|
// [RH] ZDoom Static_Init settings
|
||||||
|
|
|
@ -1088,6 +1088,7 @@ void R_Subsector (subsector_t *sub)
|
||||||
}
|
}
|
||||||
|
|
||||||
skybox = frontsector->GetSkyBox(sector_t::ceiling);
|
skybox = frontsector->GetSkyBox(sector_t::ceiling);
|
||||||
|
if (skybox->flags7 & MF7_HANDLENODELAY) skybox = NULL; // HW renderer only.
|
||||||
|
|
||||||
ceilingplane = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz) > 0 ||
|
ceilingplane = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz) > 0 ||
|
||||||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
|
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
|
||||||
|
@ -1128,7 +1129,10 @@ void R_Subsector (subsector_t *sub)
|
||||||
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
|
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
|
||||||
// killough 3/16/98: add floorlightlevel
|
// killough 3/16/98: add floorlightlevel
|
||||||
// killough 10/98: add support for skies transferred from sidedefs
|
// killough 10/98: add support for skies transferred from sidedefs
|
||||||
|
|
||||||
skybox = frontsector->GetSkyBox(sector_t::floor);
|
skybox = frontsector->GetSkyBox(sector_t::floor);
|
||||||
|
if (skybox->flags7 & MF7_HANDLENODELAY) skybox = NULL; // HW renderer only.
|
||||||
|
|
||||||
floorplane = frontsector->floorplane.PointOnSide(viewx, viewy, viewz) > 0 || // killough 3/7/98
|
floorplane = frontsector->floorplane.PointOnSide(viewx, viewy, viewz) > 0 || // killough 3/7/98
|
||||||
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
|
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
|
||||||
(skybox != NULL && skybox->bAlways) ||
|
(skybox != NULL && skybox->bAlways) ||
|
||||||
|
|
Loading…
Reference in a new issue