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More portal handling stuff
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parent
558a4bcdca
commit
1def7b3eae
4 changed files with 118 additions and 33 deletions
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@ -149,9 +149,22 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
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void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
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{
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FSectorPortal *portal = sub->sector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
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if (portal && sectorPortals.empty())
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PolyDrawSectorPortal *polyportal = nullptr;
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if (portal)
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{
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for (auto &p : sectorPortals)
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{
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if (p->Portal == portal) // To do: what other criterias do we need to check for?
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{
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polyportal = p.get();
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break;
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}
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}
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if (!portal)
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{
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sectorPortals.push_back(std::make_unique<PolyDrawSectorPortal>(portal, ceiling));
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polyportal = sectorPortals.back().get();
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}
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}
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sector_t *fakesector = sub->sector->heightsec;
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@ -253,6 +266,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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{
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args.stencilwritevalue = 252;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw });
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}
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}
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else
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@ -260,6 +274,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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if (portal)
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{
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args.stencilwritevalue = 252;
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw });
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}
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else
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{
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@ -335,6 +350,9 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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args.vinput = wallvert;
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args.vcount = 4;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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if (portal)
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polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw });
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}
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}
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}
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@ -128,7 +128,7 @@ void RenderPolyPortal::RenderSubsector(subsector_t *sub)
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SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector)
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{
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if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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if ((int)SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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return SpriteRange();
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auto &range = SectorSpriteRanges[sector->sectornum];
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@ -191,11 +191,39 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
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void RenderPolyPortal::RenderTranslucent()
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{
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for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
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{
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(*it)->RenderTranslucent();
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.stenciltestvalue = 253;
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args.stencilwritevalue = 1;
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for (const auto &verts : (*it)->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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}
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for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
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{
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(*it)->RenderTranslucent();
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.stenciltestvalue = 253;
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args.stencilwritevalue = 1;
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for (const auto &verts : (*it)->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
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}
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}
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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@ -237,23 +265,7 @@ void PolyDrawSectorPortal::Render()
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return;
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recursion++;
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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double savedvisibility = R_GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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// Don't let gun flashes brighten the sky box
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ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
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extralight = 0;
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R_SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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camera = nullptr;
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viewsector = Portal->mDestination;
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R_SetViewAngle();
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SaveGlobals();
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// To do: get this information from RenderPolyScene instead of duplicating the code..
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double radPitch = ViewPitch.Normalized180().Radians();
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@ -276,6 +288,49 @@ void PolyDrawSectorPortal::Render()
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RenderPortal.SetViewpoint(worldToClip, 252);
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RenderPortal.Render();
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RestoreGlobals();
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recursion--;
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}
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void PolyDrawSectorPortal::RenderTranslucent()
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{
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if (Portal->mType != PORTS_SKYVIEWPOINT)
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return;
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static int recursion = 0;
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if (recursion >= 1/*r_portal_recursions*/)
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return;
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recursion++;
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RenderPortal.RenderTranslucent();
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recursion--;
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}
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void PolyDrawSectorPortal::SaveGlobals()
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{
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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double savedvisibility = R_GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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// Don't let gun flashes brighten the sky box
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ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
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extralight = 0;
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R_SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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camera = nullptr;
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viewsector = Portal->mDestination;
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R_SetViewAngle();
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}
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void PolyDrawSectorPortal::RestoreGlobals()
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{
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camera = savedcamera;
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viewsector = savedsector;
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ViewPos = savedpos;
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@ -283,16 +338,6 @@ void PolyDrawSectorPortal::Render()
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extralight = savedextralight;
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ViewAngle = savedangle;
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R_SetViewAngle();
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recursion--;
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}
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void PolyDrawSectorPortal::RenderTranslucent()
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{
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/*if (Portal->mType != PORTS_SKYVIEWPOINT)
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return;
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RenderPortal.RenderTranslucent();*/
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -110,6 +110,14 @@ private:
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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};
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struct PolyPortalVertexRange
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{
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PolyPortalVertexRange(const TriVertex *vertices, int count, bool ccw) : Vertices(vertices), Count(count), Ccw(ccw) { }
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const TriVertex *Vertices;
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int Count;
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bool Ccw;
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};
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class PolyDrawSectorPortal
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{
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public:
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@ -118,10 +126,22 @@ public:
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void Render();
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void RenderTranslucent();
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private:
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FSectorPortal *Portal;
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std::vector<PolyPortalVertexRange> Shape;
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private:
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void SaveGlobals();
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void RestoreGlobals();
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bool Ceiling;
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RenderPolyPortal RenderPortal;
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int savedextralight;
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DVector3 savedpos;
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DAngle savedangle;
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double savedvisibility;
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AActor *savedcamera;
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sector_t *savedsector;
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};
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class PolyDrawLinePortal
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void Render();
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void RenderTranslucent();
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std::vector<PolyPortalVertexRange> Shape;
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private:
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line_t *Src;
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line_t *Dest;
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@ -312,7 +312,7 @@ void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *lineseg, const lin
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double lineLength = side->TexelLength;
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double lineStart = 0.0;
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bool entireSegment = ((lineseg->v1 == line->v1) && (lineseg->v2 == line->v2) || (lineseg->v2 == line->v1) && (lineseg->v1 == line->v2));
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bool entireSegment = ((lineseg->v1 == line->v1) && (lineseg->v2 == line->v2)) || ((lineseg->v2 == line->v1) && (lineseg->v1 == line->v2));
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if (!entireSegment)
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{
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lineLength = (lineseg->v2->fPos() - lineseg->v1->fPos()).Length();
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