mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- made the static portal state a struct inside the Renderer object
This commit is contained in:
parent
009acf3fb2
commit
282fdac660
16 changed files with 420 additions and 430 deletions
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@ -841,6 +841,7 @@ set( FASTMATH_SOURCES
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hwrenderer/scene/hw_drawlist.cpp
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hwrenderer/scene/hw_clipper.cpp
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hwrenderer/scene/hw_flats.cpp
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hwrenderer/scene/hw_portal.cpp
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hwrenderer/scene/hw_renderhacks.cpp
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hwrenderer/scene/hw_sky.cpp
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hwrenderer/scene/hw_sprites.cpp
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@ -65,7 +65,7 @@ void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CCW : GL_CW);
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glFrontFace((mirrored ^ GLRenderer->mPortalState.isMirrored()) ? GL_CCW : GL_CW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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@ -91,7 +91,7 @@ void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
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if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
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{
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glEnable(GL_CULL_FACE);
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glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CW : GL_CCW);
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glFrontFace((mirrored ^ GLRenderer->mPortalState.isMirrored()) ? GL_CW : GL_CCW);
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}
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gl_RenderState.mModelMatrix = objectToWorldMatrix;
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@ -173,7 +173,7 @@ void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *c
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}
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// Make fog a little denser when inside a skybox
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if (GLPortal::inskybox) fogdensity+=fogdensity/2;
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if (GLRenderer->mPortalState.inskybox) fogdensity+=fogdensity/2;
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// no fog in enhanced vision modes!
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@ -150,6 +150,8 @@ void FGLRenderer::Initialize(int width, int height)
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mCustomPostProcessShaders = new FCustomPostProcessShaders();
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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glGenQueries(1, &PortalQueryObject);
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glGenVertexArrays(1, &mVAOID);
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glBindVertexArray(mVAOID);
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FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
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@ -164,14 +166,10 @@ void FGLRenderer::Initialize(int width, int height)
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SetupLevel();
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
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GLPortal::Initialize();
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}
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FGLRenderer::~FGLRenderer()
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{
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GLPortal::Shutdown();
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FlushModels();
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AActor::DeleteAllAttachedLights();
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FMaterial::FlushAll();
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@ -186,6 +184,8 @@ FGLRenderer::~FGLRenderer()
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &mVAOID);
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}
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if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
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if (swdrawer) delete swdrawer;
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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@ -6,6 +6,7 @@
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#include "vectors.h"
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#include "r_renderer.h"
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#include "r_data/matrix.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include <functional>
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@ -73,6 +74,8 @@ public:
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FSamplerManager *mSamplerManager;
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unsigned int mFBID;
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unsigned int mVAOID;
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unsigned int PortalQueryObject;
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int mOldFBID;
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FGLRenderBuffers *mBuffers;
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@ -110,6 +113,8 @@ public:
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FLightBuffer *mLights;
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SWSceneDrawer *swdrawer = nullptr;
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FPortalSceneState mPortalState;
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bool buffersActive = false;
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float mSceneClearColor[3];
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@ -265,7 +265,7 @@ FDrawInfo *FDrawInfo::EndDrawInfo()
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void FDrawInfo::SetupFloodStencil(wallseg * ws)
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{
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int recursion = GLPortal::GetRecursion();
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int recursion = GLRenderer->mPortalState.GetRecursion();
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// Create stencil
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glStencilFunc(GL_EQUAL, recursion, ~0); // create stencil
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@ -297,7 +297,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
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void FDrawInfo::ClearFloodStencil(wallseg * ws)
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{
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int recursion = GLPortal::GetRecursion();
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int recursion = GLRenderer->mPortalState.GetRecursion();
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glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
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gl_RenderState.EnableTexture(false);
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@ -112,11 +112,6 @@ struct FDrawInfo : public HWDrawInfo
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void EndDrawScene(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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// These should go into hwrenderer later.
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetupView(float vx, float vy, float vz, bool mirror, bool planemirror);
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static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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FDrawInfo *EndDrawInfo();
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@ -58,42 +58,12 @@ EXTERN_CVAR(Bool, gl_portals)
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EXTERN_CVAR(Bool, gl_noquery)
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EXTERN_CVAR(Int, r_mirror_recursions)
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TArray<GLPortal *> GLPortal::portals;
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TArray<float> GLPortal::planestack;
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int GLPortal::recursion;
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int GLPortal::MirrorFlag;
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int GLPortal::PlaneMirrorFlag;
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int GLPortal::renderdepth;
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int GLPortal::PlaneMirrorMode;
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GLuint GLPortal::QueryObject;
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bool GLPortal::inskybox;
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UniqueList<GLSkyInfo> UniqueSkies;
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UniqueList<GLHorizonInfo> UniqueHorizons;
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UniqueList<secplane_t> UniquePlaneMirrors;
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int skyboxrecursion = 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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void GLPortal::BeginScene()
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{
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UniqueSkies.Clear();
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UniqueHorizons.Clear();
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UniquePlaneMirrors.Clear();
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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 GLPortal::ClearScreen(FDrawInfo *di)
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void GLPortal::ClearScreen(HWDrawInfo *di)
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{
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bool multi = !!glIsEnabled(GL_MULTISAMPLE);
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@ -142,17 +112,13 @@ void GLPortal::DrawPortalStencil()
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}
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//-----------------------------------------------------------------------------
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//
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// Start
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//
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//-----------------------------------------------------------------------------
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bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawInfo **pDi)
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bool GLPortal::Start(bool usestencil, bool doquery, HWDrawInfo *outer_di, HWDrawInfo **pDi)
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{
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*pDi = nullptr;
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rendered_portals++;
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@ -166,7 +132,7 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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}
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// Create stencil
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glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
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glStencilFunc(GL_EQUAL, mState->recursion, ~0); // create stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
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{
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
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@ -182,19 +148,15 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
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else if (gl_noquery) doquery = false;
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// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
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if (QueryObject)
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{
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glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
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}
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else doquery = false; // some kind of error happened
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// Use occlusion query to avoid rendering portals that aren't visible
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glBeginQuery(GL_SAMPLES_PASSED, GLRenderer->PortalQueryObject);
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DrawPortalStencil();
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glEndQuery(GL_SAMPLES_PASSED);
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// Clear Z-buffer
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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glDepthMask(true); // enable z-buffer again
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glDepthRange(1, 1);
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@ -210,17 +172,14 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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GLuint sampleCount;
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if (QueryObject)
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{
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glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
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glGetQueryObjectuiv(GLRenderer->PortalQueryObject, GL_QUERY_RESULT, &sampleCount);
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if (sampleCount == 0) // not visible
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{
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// restore default stencil op.
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
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return false;
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}
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if (sampleCount == 0) // not visible
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{
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// restore default stencil op.
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
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return false;
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}
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}
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else
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glDepthMask(true);
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DrawPortalStencil();
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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gl_RenderState.EnableTexture(true);
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// glColorMask(1,1,1,1);
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glDepthMask(false); // don't write to Z-buffer!
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}
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}
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recursion++;
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mState->recursion++;
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}
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@ -262,14 +221,13 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
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PrevPortal = GLRenderer->mCurrentPortal;
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GLRenderer->mCurrentPortal = this;
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if (PrevPortal != nullptr) PrevPortal->PushState();
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return true;
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}
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inline void GLPortal::ClearClipper(FDrawInfo *di)
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inline void GLPortal::ClearClipper(HWDrawInfo *di)
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{
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auto outer_di = di->next;
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auto outer_di = static_cast<FDrawInfo*>(di)->next;
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DAngle angleOffset = deltaangle(outer_di->Viewpoint.Angles.Yaw, di->Viewpoint.Angles.Yaw);
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di->mClipper->Clear();
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// End
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//
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//-----------------------------------------------------------------------------
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void GLPortal::End(FDrawInfo *di, bool usestencil)
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void GLPortal::End(HWDrawInfo *di, bool usestencil)
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{
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bool needdepth = NeedDepthBuffer();
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Clocker c(PortalAll);
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if (PrevPortal != nullptr) PrevPortal->PopState();
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GLRenderer->mCurrentPortal = PrevPortal;
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di = di->EndDrawInfo();
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di = static_cast<FDrawInfo*>(di)->EndDrawInfo();
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di->ApplyVPUniforms();
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if (usestencil)
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{
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@ -316,7 +273,6 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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// Restore the old view
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
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@ -341,7 +297,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0, 1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
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glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
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DrawPortalStencil();
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glDepthFunc(GL_LESS);
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@ -349,11 +305,11 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetEffect(EFF_NONE);
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} // glColorMask(1, 1, 1, 1);
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recursion--;
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mState->recursion--;
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// restore old stencil op.
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glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
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glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, mState->recursion,~0); // draw sky into stencil
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}
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else
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{
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@ -370,7 +326,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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// Restore the old view
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if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
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// This draws a valid z-buffer into the stencil's contents to ensure it
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// doesn't get overwritten by the level's geometry.
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@ -394,141 +350,6 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
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}
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//-----------------------------------------------------------------------------
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//
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// StartFrame
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//
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//-----------------------------------------------------------------------------
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void GLPortal::StartFrame()
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{
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GLPortal * p = nullptr;
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portals.Push(p);
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if (renderdepth == 0)
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{
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inskybox = false;
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screen->instack[sector_t::floor] = screen->instack[sector_t::ceiling] = 0;
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}
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renderdepth++;
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}
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//-----------------------------------------------------------------------------
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//
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// printing portal info
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//
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//-----------------------------------------------------------------------------
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static bool gl_portalinfo;
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CCMD(gl_portalinfo)
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{
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gl_portalinfo = true;
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}
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static FString indent;
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//-----------------------------------------------------------------------------
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//
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// EndFrame
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//
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//-----------------------------------------------------------------------------
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void GLPortal::EndFrame(FDrawInfo *outer_di)
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{
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GLPortal * p;
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if (gl_portalinfo)
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{
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Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars());
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indent += " ";
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}
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// Only use occlusion query if there are more than 2 portals.
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// Otherwise there's too much overhead.
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// (And don't forget to consider the separating nullptr pointers!)
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bool usequery = portals.Size() > 2 + (unsigned)renderdepth;
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while (portals.Pop(p) && p)
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{
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if (gl_portalinfo)
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{
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Printf("%sProcessing %s, depth = %d, query = %d\n", indent.GetChars(), p->GetName(), renderdepth, usequery);
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}
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if (p->lines.Size() > 0)
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{
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p->RenderPortal(true, usequery, outer_di);
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}
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delete p;
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}
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renderdepth--;
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if (gl_portalinfo)
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{
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indent.Truncate(long(indent.Len()-2));
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Printf("%s}\n", indent.GetChars());
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if (portals.Size() == 0) gl_portalinfo = false;
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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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// 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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//
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//-----------------------------------------------------------------------------
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bool GLPortal::RenderFirstSkyPortal(int recursion, FDrawInfo *outer_di)
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{
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GLPortal * p;
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GLPortal * best = nullptr;
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unsigned bestindex=0;
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// Find the one with the highest amount of lines.
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// Normally this is also the one that saves the largest amount
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// of time by drawing it before the scene itself.
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for(int i = portals.Size()-1; i >= 0 && portals[i] != nullptr; --i)
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{
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p=portals[i];
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if (p->lines.Size() > 0 && p->IsSky())
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{
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// Cannot clear the depth buffer inside a portal recursion
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if (recursion && p->NeedDepthBuffer()) continue;
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||||
if (!best || p->lines.Size()>best->lines.Size())
|
||||
{
|
||||
best=p;
|
||||
bestindex=i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (best)
|
||||
{
|
||||
portals.Delete(bestindex);
|
||||
best->RenderPortal(false, false, outer_di);
|
||||
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]:nullptr;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -545,23 +366,23 @@ GLPortal * GLPortal::FindPortal(const void * src)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GLSkyboxPortal::DrawContents(FDrawInfo *di)
|
||||
void GLSkyboxPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
int old_pm = PlaneMirrorMode;
|
||||
int old_pm = mState->PlaneMirrorMode;
|
||||
|
||||
if (skyboxrecursion >= 3)
|
||||
if (mState->skyboxrecursion >= 3)
|
||||
{
|
||||
ClearScreen(di);
|
||||
return;
|
||||
}
|
||||
auto &vp = di->Viewpoint;
|
||||
|
||||
skyboxrecursion++;
|
||||
mState->skyboxrecursion++;
|
||||
AActor *origin = portal->mSkybox;
|
||||
portal->mFlags |= PORTSF_INSKYBOX;
|
||||
vp.extralight = 0;
|
||||
|
||||
PlaneMirrorMode = 0;
|
||||
mState->PlaneMirrorMode = 0;
|
||||
|
||||
bool oldclamp = gl_RenderState.SetDepthClamp(false);
|
||||
vp.Pos = origin->InterpolatedPosition(vp.TicFrac);
|
||||
|
@ -576,20 +397,20 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
vp.ViewActor = origin;
|
||||
|
||||
inskybox = true;
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
mState->inskybox = true;
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
|
||||
di->SetViewArea();
|
||||
ClearClipper(di);
|
||||
|
||||
di->UpdateCurrentMapSection();
|
||||
|
||||
di->DrawScene(DM_SKYPORTAL);
|
||||
static_cast<FDrawInfo*>(di)->DrawScene(DM_PORTAL);
|
||||
portal->mFlags &= ~PORTSF_INSKYBOX;
|
||||
inskybox = false;
|
||||
mState->inskybox = false;
|
||||
gl_RenderState.SetDepthClamp(oldclamp);
|
||||
skyboxrecursion--;
|
||||
mState->skyboxrecursion--;
|
||||
|
||||
PlaneMirrorMode = old_pm;
|
||||
mState->PlaneMirrorMode = old_pm;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -611,7 +432,7 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
GLSectorStackPortal *FSectorPortalGroup::GetRenderState()
|
||||
{
|
||||
if (glportal == nullptr) glportal = new GLSectorStackPortal(this);
|
||||
if (glportal == nullptr) glportal = new GLSectorStackPortal(&GLRenderer->mPortalState, this);
|
||||
return glportal;
|
||||
}
|
||||
|
||||
|
@ -631,7 +452,7 @@ GLSectorStackPortal::~GLSectorStackPortal()
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static uint8_t SetCoverage(FDrawInfo *di, void *node)
|
||||
static uint8_t SetCoverage(HWDrawInfo *di, void *node)
|
||||
{
|
||||
if (level.nodes.Size() == 0)
|
||||
{
|
||||
|
@ -651,7 +472,7 @@ static uint8_t SetCoverage(FDrawInfo *di, void *node)
|
|||
}
|
||||
}
|
||||
|
||||
void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
|
||||
void GLSectorStackPortal::SetupCoverage(HWDrawInfo *di)
|
||||
{
|
||||
for(unsigned i=0; i<subsectors.Size(); i++)
|
||||
{
|
||||
|
@ -672,7 +493,7 @@ void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
|
|||
// GLSectorStackPortal::DrawContents
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLSectorStackPortal::DrawContents(FDrawInfo *di)
|
||||
void GLSectorStackPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
FSectorPortalGroup *portal = origin;
|
||||
auto &vp = di->Viewpoint;
|
||||
|
@ -684,7 +505,7 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
|
|||
// avoid recursions!
|
||||
if (origin->plane != -1) screen->instack[origin->plane]++;
|
||||
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag&1), !!(mState->PlaneMirrorFlag&1));
|
||||
SetupCoverage(di);
|
||||
ClearClipper(di);
|
||||
|
||||
|
@ -697,7 +518,7 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
|
|||
di->mClipper->SetBlocked(true);
|
||||
}
|
||||
|
||||
di->DrawScene(DM_PORTAL);
|
||||
static_cast<FDrawInfo*>(di)->DrawScene(DM_PORTAL);
|
||||
|
||||
if (origin->plane != -1) screen->instack[origin->plane]--;
|
||||
}
|
||||
|
@ -718,9 +539,9 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
|
||||
void GLPlaneMirrorPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
if (renderdepth > r_mirror_recursions)
|
||||
if (mState->renderdepth > r_mirror_recursions)
|
||||
{
|
||||
ClearScreen(di);
|
||||
return;
|
||||
|
@ -729,7 +550,7 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
std::swap(screen->instack[sector_t::floor], screen->instack[sector_t::ceiling]);
|
||||
|
||||
auto &vp = di->Viewpoint;
|
||||
int old_pm = PlaneMirrorMode;
|
||||
int old_pm = mState->PlaneMirrorMode;
|
||||
|
||||
// the player is always visible in a mirror.
|
||||
vp.showviewer = true;
|
||||
|
@ -737,18 +558,18 @@ void GLPlaneMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
double planez = origin->ZatPoint(vp.Pos);
|
||||
vp.Pos.Z = 2 * planez - vp.Pos.Z;
|
||||
vp.ViewActor = nullptr;
|
||||
PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
|
||||
mState->PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
|
||||
|
||||
PlaneMirrorFlag++;
|
||||
di->SetClipHeight(planez, PlaneMirrorMode < 0 ? -1.f : 1.f);
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
mState->PlaneMirrorFlag++;
|
||||
di->SetClipHeight(planez, mState->PlaneMirrorMode < 0 ? -1.f : 1.f);
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
|
||||
ClearClipper(di);
|
||||
|
||||
di->UpdateCurrentMapSection();
|
||||
|
||||
di->DrawScene(DM_PORTAL);
|
||||
PlaneMirrorFlag--;
|
||||
PlaneMirrorMode = old_pm;
|
||||
static_cast<FDrawInfo*>(di)->DrawScene(DM_PORTAL);
|
||||
mState->PlaneMirrorFlag--;
|
||||
mState->PlaneMirrorMode = old_pm;
|
||||
std::swap(screen->instack[sector_t::floor], screen->instack[sector_t::ceiling]);
|
||||
}
|
||||
|
||||
|
@ -803,9 +624,9 @@ int GLLinePortal::ClipPoint(const DVector2 &pos)
|
|||
// R_EnterMirror
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
||||
void GLMirrorPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
if (renderdepth>r_mirror_recursions)
|
||||
if (mState->renderdepth>r_mirror_recursions)
|
||||
{
|
||||
ClearScreen(di);
|
||||
return;
|
||||
|
@ -864,16 +685,16 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
FVector2 v(-dx, dy);
|
||||
v.MakeUnit();
|
||||
|
||||
vp.Pos.X+= v[1] * renderdepth / 2;
|
||||
vp.Pos.Y+= v[0] * renderdepth / 2;
|
||||
vp.Pos.X+= v[1] * mState->renderdepth / 2;
|
||||
vp.Pos.Y+= v[0] * mState->renderdepth / 2;
|
||||
}
|
||||
vp.Angles.Yaw = linedef->Delta().Angle() * 2. - StartAngle;
|
||||
|
||||
vp.ViewActor = nullptr;
|
||||
|
||||
MirrorFlag++;
|
||||
mState->MirrorFlag++;
|
||||
di->SetClipLine(linedef);
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag&1), !!(mState->PlaneMirrorFlag&1));
|
||||
|
||||
di->mClipper->Clear();
|
||||
|
||||
|
@ -882,9 +703,9 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
di->mClipper->SafeAddClipRange(linedef->v1, linedef->v2);
|
||||
|
||||
di->DrawScene(DM_PORTAL);
|
||||
static_cast<FDrawInfo*>(di)->DrawScene(DM_PORTAL);
|
||||
|
||||
MirrorFlag--;
|
||||
mState->MirrorFlag--;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -902,10 +723,10 @@ void GLMirrorPortal::DrawContents(FDrawInfo *di)
|
|||
//
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLLineToLinePortal::DrawContents(FDrawInfo *di)
|
||||
void GLLineToLinePortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
// TODO: Handle recursion more intelligently
|
||||
if (renderdepth>r_mirror_recursions)
|
||||
if (mState->renderdepth>r_mirror_recursions)
|
||||
{
|
||||
ClearScreen(di);
|
||||
return;
|
||||
|
@ -948,13 +769,13 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
|
|||
|
||||
vp.ViewActor = nullptr;
|
||||
di->SetClipLine(glport->lines[0]->mDestination);
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||||
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(mState->MirrorFlag&1), !!(mState->PlaneMirrorFlag&1));
|
||||
|
||||
ClearClipper(di);
|
||||
di->DrawScene(DM_PORTAL);
|
||||
static_cast<FDrawInfo*>(di)->DrawScene(DM_PORTAL);
|
||||
}
|
||||
|
||||
void GLLineToLinePortal::RenderAttached(FDrawInfo *di)
|
||||
void GLLineToLinePortal::RenderAttached(HWDrawInfo *di)
|
||||
{
|
||||
di->ProcessActorsInPortal(glport, di->in_area);
|
||||
}
|
||||
|
@ -981,8 +802,8 @@ void GLLineToLinePortal::RenderAttached(FDrawInfo *di)
|
|||
//-----------------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
|
||||
: GLPortal(local)
|
||||
GLHorizonPortal::GLHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
|
||||
: GLPortal(s, local)
|
||||
{
|
||||
origin = pt;
|
||||
|
||||
|
@ -1045,8 +866,9 @@ GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, FRenderViewpoint &vp, bool
|
|||
// GLHorizonPortal::DrawContents
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLHorizonPortal::DrawContents(FDrawInfo *di)
|
||||
void GLHorizonPortal::DrawContents(HWDrawInfo *hwdi)
|
||||
{
|
||||
auto di = static_cast<FDrawInfo *>(hwdi);
|
||||
Clocker c(PortalAll);
|
||||
|
||||
FMaterial * gltexture;
|
||||
|
@ -1117,7 +939,7 @@ void GLHorizonPortal::DrawContents(FDrawInfo *di)
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void GLEEHorizonPortal::DrawContents(FDrawInfo *di)
|
||||
void GLEEHorizonPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
auto &vp = di->Viewpoint;
|
||||
sector_t *sector = portal->mOrigin;
|
||||
|
@ -1126,7 +948,7 @@ void GLEEHorizonPortal::DrawContents(FDrawInfo *di)
|
|||
{
|
||||
GLSkyInfo skyinfo;
|
||||
skyinfo.init(sector->sky, 0);
|
||||
GLSkyPortal sky(&skyinfo, true);
|
||||
GLSkyPortal sky(mState, &skyinfo, true);
|
||||
sky.DrawContents(di);
|
||||
}
|
||||
if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
|
@ -1140,7 +962,7 @@ void GLEEHorizonPortal::DrawContents(FDrawInfo *di)
|
|||
{
|
||||
horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
|
||||
}
|
||||
GLHorizonPortal ceil(&horz, di->Viewpoint, true);
|
||||
GLHorizonPortal ceil(mState, &horz, di->Viewpoint, true);
|
||||
ceil.DrawContents(di);
|
||||
}
|
||||
if (sector->GetTexture(sector_t::floor) != skyflatnum)
|
||||
|
@ -1154,26 +976,11 @@ void GLEEHorizonPortal::DrawContents(FDrawInfo *di)
|
|||
{
|
||||
horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
|
||||
}
|
||||
GLHorizonPortal floor(&horz, di->Viewpoint, true);
|
||||
GLHorizonPortal floor(mState, &horz, di->Viewpoint, true);
|
||||
floor.DrawContents(di);
|
||||
}
|
||||
}
|
||||
|
||||
void GLPortal::Initialize()
|
||||
{
|
||||
assert(0 == QueryObject);
|
||||
glGenQueries(1, &QueryObject);
|
||||
}
|
||||
|
||||
void GLPortal::Shutdown()
|
||||
{
|
||||
if (0 != QueryObject)
|
||||
{
|
||||
glDeleteQueries(1, &QueryObject);
|
||||
QueryObject = 0;
|
||||
}
|
||||
}
|
||||
|
||||
const char *GLSkyPortal::GetName() { return "Sky"; }
|
||||
const char *GLSkyboxPortal::GetName() { return "Skybox"; }
|
||||
const char *GLSectorStackPortal::GetName() { return "Sectorstack"; }
|
||||
|
|
|
@ -44,92 +44,27 @@
|
|||
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||
#include "hwrenderer/scene/hw_portal.h"
|
||||
|
||||
extern UniqueList<GLSkyInfo> UniqueSkies;
|
||||
extern UniqueList<GLHorizonInfo> UniqueHorizons;
|
||||
extern UniqueList<secplane_t> UniquePlaneMirrors;
|
||||
struct GLEEHorizonPortal;
|
||||
|
||||
class GLPortal : public IPortal
|
||||
{
|
||||
static TArray<GLPortal *> portals;
|
||||
static int recursion;
|
||||
static unsigned int QueryObject;
|
||||
protected:
|
||||
static TArray<float> planestack;
|
||||
static int MirrorFlag;
|
||||
static int PlaneMirrorFlag;
|
||||
static int renderdepth;
|
||||
|
||||
public:
|
||||
static int PlaneMirrorMode;
|
||||
static int inupperstack;
|
||||
static bool inskybox;
|
||||
|
||||
private:
|
||||
void DrawPortalStencil();
|
||||
|
||||
AActor * savedviewactor;
|
||||
ActorRenderFlags savedvisibility;
|
||||
GLPortal *PrevPortal;
|
||||
TArray<unsigned int> mPrimIndices;
|
||||
|
||||
protected:
|
||||
TArray<GLWall> lines;
|
||||
int level;
|
||||
|
||||
GLPortal(bool local = false) { if (!local) portals.Push(this); }
|
||||
virtual ~GLPortal() { }
|
||||
GLPortal(FPortalSceneState *state, bool local = false) : IPortal(state, local) { }
|
||||
|
||||
bool Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawInfo **pDi);
|
||||
void End(FDrawInfo *di, bool usestencil);
|
||||
virtual void DrawContents(FDrawInfo *di)=0;
|
||||
virtual void * GetSource() const =0; // GetSource MUST be implemented!
|
||||
void ClearClipper(FDrawInfo *di);
|
||||
virtual bool IsSky() { return false; }
|
||||
virtual bool NeedCap() { return true; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
void ClearScreen(FDrawInfo *di);
|
||||
virtual const char *GetName() = 0;
|
||||
virtual void PushState() {}
|
||||
virtual void PopState() {}
|
||||
|
||||
public:
|
||||
|
||||
void RenderPortal(bool usestencil, bool doquery, FDrawInfo *outer_di)
|
||||
{
|
||||
// Start may perform an occlusion query. If that returns 0 there
|
||||
// is no need to draw the stencil's contents and there's also no
|
||||
// need to restore the affected area becasue there is none!
|
||||
FDrawInfo *di;
|
||||
if (Start(usestencil, doquery, outer_di, &di))
|
||||
{
|
||||
DrawContents(di);
|
||||
End(di, usestencil);
|
||||
}
|
||||
}
|
||||
|
||||
void AddLine(GLWall * l)
|
||||
{
|
||||
lines.Push(*l);
|
||||
}
|
||||
|
||||
static int GetRecursion()
|
||||
{
|
||||
return recursion;
|
||||
}
|
||||
|
||||
static bool isMirrored() { return !!((MirrorFlag ^ PlaneMirrorFlag) & 1); }
|
||||
|
||||
virtual void RenderAttached(FDrawInfo *di) {}
|
||||
|
||||
static void BeginScene();
|
||||
static void StartFrame();
|
||||
static bool RenderFirstSkyPortal(int recursion, FDrawInfo *outer_di);
|
||||
static void EndFrame(FDrawInfo *outer_di);
|
||||
static GLPortal * FindPortal(const void * src);
|
||||
|
||||
static void Initialize();
|
||||
static void Shutdown();
|
||||
bool Start(bool usestencil, bool doquery, HWDrawInfo *outer_di, HWDrawInfo **pDi) override;
|
||||
void End(HWDrawInfo *di, bool usestencil) override;
|
||||
void ClearClipper(HWDrawInfo *di);
|
||||
void ClearScreen(HWDrawInfo *di);
|
||||
};
|
||||
|
||||
struct GLLinePortal : public GLPortal
|
||||
|
@ -140,14 +75,14 @@ struct GLLinePortal : public GLPortal
|
|||
|
||||
angle_t angv1, angv2; // for quick comparisons with a line or subsector
|
||||
|
||||
GLLinePortal(line_t *line)
|
||||
GLLinePortal(FPortalSceneState *state, line_t *line) : GLPortal(state)
|
||||
{
|
||||
v1 = line->v1;
|
||||
v2 = line->v2;
|
||||
CalcDelta();
|
||||
}
|
||||
|
||||
GLLinePortal(FLinePortalSpan *line)
|
||||
GLLinePortal(FPortalSceneState *state, FLinePortalSpan *line) : GLPortal(state)
|
||||
{
|
||||
if (line->lines[0]->mType != PORTT_LINKED || line->v1 == nullptr)
|
||||
{
|
||||
|
@ -189,14 +124,14 @@ struct GLMirrorPortal : public GLLinePortal
|
|||
line_t * linedef;
|
||||
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return linedef; }
|
||||
virtual const char *GetName();
|
||||
|
||||
public:
|
||||
|
||||
GLMirrorPortal(line_t * line)
|
||||
: GLLinePortal(line)
|
||||
GLMirrorPortal(FPortalSceneState *state, line_t * line)
|
||||
: GLLinePortal(state, line)
|
||||
{
|
||||
linedef=line;
|
||||
}
|
||||
|
@ -207,16 +142,16 @@ struct GLLineToLinePortal : public GLLinePortal
|
|||
{
|
||||
FLinePortalSpan *glport;
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return glport; }
|
||||
virtual const char *GetName();
|
||||
virtual line_t *ClipLine() { return line(); }
|
||||
virtual void RenderAttached(FDrawInfo *di);
|
||||
virtual void RenderAttached(HWDrawInfo *di);
|
||||
|
||||
public:
|
||||
|
||||
GLLineToLinePortal(FLinePortalSpan *ll)
|
||||
: GLLinePortal(ll)
|
||||
GLLineToLinePortal(FPortalSceneState *state, FLinePortalSpan *ll)
|
||||
: GLLinePortal(state, ll)
|
||||
{
|
||||
glport = ll;
|
||||
}
|
||||
|
@ -228,7 +163,7 @@ struct GLSkyboxPortal : public GLPortal
|
|||
FSectorPortal * portal;
|
||||
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return portal; }
|
||||
virtual bool IsSky() { return true; }
|
||||
virtual const char *GetName();
|
||||
|
@ -236,7 +171,7 @@ protected:
|
|||
public:
|
||||
|
||||
|
||||
GLSkyboxPortal(FSectorPortal * pt)
|
||||
GLSkyboxPortal(FPortalSceneState *state, FSectorPortal * pt) : GLPortal(state)
|
||||
{
|
||||
portal=pt;
|
||||
}
|
||||
|
@ -250,7 +185,7 @@ struct GLSkyPortal : public GLPortal
|
|||
friend struct GLEEHorizonPortal;
|
||||
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return origin; }
|
||||
virtual bool IsSky() { return true; }
|
||||
virtual bool NeedDepthBuffer() { return false; }
|
||||
|
@ -259,8 +194,8 @@ protected:
|
|||
public:
|
||||
|
||||
|
||||
GLSkyPortal(GLSkyInfo * pt, bool local = false)
|
||||
: GLPortal(local)
|
||||
GLSkyPortal(FPortalSceneState *state, GLSkyInfo * pt, bool local = false)
|
||||
: GLPortal(state, local)
|
||||
{
|
||||
origin=pt;
|
||||
}
|
||||
|
@ -274,7 +209,7 @@ struct GLSectorStackPortal : public GLPortal
|
|||
TArray<subsector_t *> subsectors;
|
||||
protected:
|
||||
virtual ~GLSectorStackPortal();
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return origin; }
|
||||
virtual bool IsSky() { return true; } // although this isn't a real sky it can be handled as one.
|
||||
virtual const char *GetName();
|
||||
|
@ -282,11 +217,11 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
GLSectorStackPortal(FSectorPortalGroup *pt)
|
||||
GLSectorStackPortal(FPortalSceneState *state, FSectorPortalGroup *pt) : GLPortal(state)
|
||||
{
|
||||
origin=pt;
|
||||
}
|
||||
void SetupCoverage(FDrawInfo *di);
|
||||
void SetupCoverage(HWDrawInfo *di);
|
||||
void AddSubsector(subsector_t *sub)
|
||||
{
|
||||
subsectors.Push(sub);
|
||||
|
@ -297,14 +232,14 @@ public:
|
|||
struct GLPlaneMirrorPortal : public GLPortal
|
||||
{
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return origin; }
|
||||
virtual const char *GetName();
|
||||
secplane_t * origin;
|
||||
|
||||
public:
|
||||
|
||||
GLPlaneMirrorPortal(secplane_t * pt)
|
||||
GLPlaneMirrorPortal(FPortalSceneState *state, secplane_t * pt) : GLPortal(state)
|
||||
{
|
||||
origin=pt;
|
||||
}
|
||||
|
@ -320,7 +255,7 @@ struct GLHorizonPortal : public GLPortal
|
|||
friend struct GLEEHorizonPortal;
|
||||
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return origin; }
|
||||
virtual bool NeedDepthBuffer() { return false; }
|
||||
virtual bool NeedCap() { return false; }
|
||||
|
@ -328,7 +263,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
GLHorizonPortal(GLHorizonInfo * pt, FRenderViewpoint &vp, bool local = false);
|
||||
GLHorizonPortal(FPortalSceneState *state, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local = false);
|
||||
};
|
||||
|
||||
struct GLEEHorizonPortal : public GLPortal
|
||||
|
@ -336,7 +271,7 @@ struct GLEEHorizonPortal : public GLPortal
|
|||
FSectorPortal * portal;
|
||||
|
||||
protected:
|
||||
virtual void DrawContents(FDrawInfo *di);
|
||||
virtual void DrawContents(HWDrawInfo *di);
|
||||
virtual void * GetSource() const { return portal; }
|
||||
virtual bool NeedDepthBuffer() { return false; }
|
||||
virtual bool NeedCap() { return false; }
|
||||
|
@ -344,7 +279,7 @@ protected:
|
|||
|
||||
public:
|
||||
|
||||
GLEEHorizonPortal(FSectorPortal *pt)
|
||||
GLEEHorizonPortal(FPortalSceneState *state, FSectorPortal *pt) : GLPortal(state)
|
||||
{
|
||||
portal=pt;
|
||||
}
|
||||
|
|
|
@ -50,6 +50,7 @@
|
|||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "hwrenderer/scene/hw_clipper.h"
|
||||
#include "hwrenderer/scene/hw_portal.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/scene/gl_portal.h"
|
||||
#include "gl/stereo3d/gl_stereo3d.h"
|
||||
|
@ -91,41 +92,6 @@ void FDrawInfo::ApplyVPUniforms()
|
|||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Setup the modelview matrix
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
float mult = mirror? -1:1;
|
||||
float planemult = planemirror? -level.info->pixelstretch : level.info->pixelstretch;
|
||||
|
||||
VPUniforms.mViewMatrix.loadIdentity();
|
||||
VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
||||
VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
||||
VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
||||
VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
|
||||
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// SetupView
|
||||
// Setup the view rotation matrix for the given viewpoint
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void FDrawInfo::SetupView(float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
auto &vp = Viewpoint;
|
||||
vp.SetViewAngle(r_viewwindow);
|
||||
SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
|
||||
SetCameraPos(vp.Pos);
|
||||
ApplyVPUniforms();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// CreateScene
|
||||
|
@ -141,7 +107,7 @@ void FDrawInfo::CreateScene()
|
|||
mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
|
||||
|
||||
// reset the portal manager
|
||||
GLPortal::StartFrame();
|
||||
GLRenderer->mPortalState.StartFrame();
|
||||
PO_LinkToSubsectors();
|
||||
|
||||
ProcessAll.Clock();
|
||||
|
@ -195,7 +161,7 @@ void FDrawInfo::RenderScene(int recursion)
|
|||
RenderAll.Clock();
|
||||
|
||||
glDepthMask(true);
|
||||
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion, this);
|
||||
if (!gl_no_skyclear) GLRenderer->mPortalState.RenderFirstSkyPortal(recursion, this);
|
||||
|
||||
gl_RenderState.EnableFog(true);
|
||||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||||
|
@ -377,7 +343,7 @@ void FDrawInfo::DrawScene(int drawmode)
|
|||
// Handle all portals after rendering the opaque objects but before
|
||||
// doing all translucent stuff
|
||||
recursion++;
|
||||
GLPortal::EndFrame(this);
|
||||
GLRenderer->mPortalState.EndFrame(this);
|
||||
recursion--;
|
||||
RenderTranslucent();
|
||||
}
|
||||
|
@ -444,7 +410,7 @@ void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
|
|||
void FDrawInfo::ProcessScene(bool toscreen)
|
||||
{
|
||||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||||
GLPortal::BeginScene();
|
||||
GLRenderer->mPortalState.BeginScene();
|
||||
|
||||
int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection;
|
||||
CurrentMapSections.Set(mapsection);
|
||||
|
|
|
@ -210,7 +210,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
|
|||
//
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void GLSkyPortal::DrawContents(FDrawInfo *di)
|
||||
void GLSkyPortal::DrawContents(HWDrawInfo *di)
|
||||
{
|
||||
bool drawBoth = false;
|
||||
auto &vp = di->Viewpoint;
|
||||
|
@ -230,7 +230,7 @@ void GLSkyPortal::DrawContents(FDrawInfo *di)
|
|||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
bool oldClamp = gl_RenderState.SetDepthClamp(true);
|
||||
|
||||
di->SetupView(0, 0, 0, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
|
||||
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
|
||||
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
|
||||
|
|
|
@ -337,7 +337,8 @@ void FDrawInfo::AddMirrorSurface(GLWall *w)
|
|||
|
||||
void FDrawInfo::AddPortal(GLWall *wall, int ptype)
|
||||
{
|
||||
GLPortal * portal;
|
||||
auto &pstate = GLRenderer->mPortalState;
|
||||
IPortal * portal;
|
||||
|
||||
wall->MakeVertices(this, false);
|
||||
switch (ptype)
|
||||
|
@ -345,19 +346,19 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
|
|||
// portals don't go into the draw list.
|
||||
// Instead they are added to the portal manager
|
||||
case PORTALTYPE_HORIZON:
|
||||
wall->horizon = UniqueHorizons.Get(wall->horizon);
|
||||
portal = GLPortal::FindPortal(wall->horizon);
|
||||
if (!portal) portal = new GLHorizonPortal(wall->horizon, Viewpoint);
|
||||
wall->horizon = pstate.UniqueHorizons.Get(wall->horizon);
|
||||
portal = pstate.FindPortal(wall->horizon);
|
||||
if (!portal) portal = new GLHorizonPortal(&pstate, wall->horizon, Viewpoint);
|
||||
portal->AddLine(wall);
|
||||
break;
|
||||
|
||||
case PORTALTYPE_SKYBOX:
|
||||
portal = GLPortal::FindPortal(wall->secportal);
|
||||
portal = pstate.FindPortal(wall->secportal);
|
||||
if (!portal)
|
||||
{
|
||||
// either a regular skybox or an Eternity-style horizon
|
||||
if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(wall->secportal);
|
||||
else portal = new GLSkyboxPortal(wall->secportal);
|
||||
if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(&pstate, wall->secportal);
|
||||
else portal = new GLSkyboxPortal(&pstate, wall->secportal);
|
||||
}
|
||||
portal->AddLine(wall);
|
||||
break;
|
||||
|
@ -368,19 +369,19 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
|
|||
break;
|
||||
|
||||
case PORTALTYPE_PLANEMIRROR:
|
||||
if (GLPortal::PlaneMirrorMode * wall->planemirror->fC() <= 0)
|
||||
if (pstate.PlaneMirrorMode * wall->planemirror->fC() <= 0)
|
||||
{
|
||||
//@sync-portal
|
||||
wall->planemirror = UniquePlaneMirrors.Get(wall->planemirror);
|
||||
portal = GLPortal::FindPortal(wall->planemirror);
|
||||
if (!portal) portal = new GLPlaneMirrorPortal(wall->planemirror);
|
||||
wall->planemirror = pstate.UniquePlaneMirrors.Get(wall->planemirror);
|
||||
portal = pstate.FindPortal(wall->planemirror);
|
||||
if (!portal) portal = new GLPlaneMirrorPortal(&pstate, wall->planemirror);
|
||||
portal->AddLine(wall);
|
||||
}
|
||||
break;
|
||||
|
||||
case PORTALTYPE_MIRROR:
|
||||
portal = GLPortal::FindPortal(wall->seg->linedef);
|
||||
if (!portal) portal = new GLMirrorPortal(wall->seg->linedef);
|
||||
portal = pstate.FindPortal(wall->seg->linedef);
|
||||
if (!portal) portal = new GLMirrorPortal(&pstate, wall->seg->linedef);
|
||||
portal->AddLine(wall);
|
||||
if (gl_mirror_envmap)
|
||||
{
|
||||
|
@ -390,7 +391,7 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
|
|||
break;
|
||||
|
||||
case PORTALTYPE_LINETOLINE:
|
||||
portal = GLPortal::FindPortal(wall->lineportal);
|
||||
portal = pstate.FindPortal(wall->lineportal);
|
||||
if (!portal)
|
||||
{
|
||||
line_t *otherside = wall->lineportal->lines[0]->mDestination;
|
||||
|
@ -398,15 +399,15 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
|
|||
{
|
||||
ProcessActorsInPortal(otherside->getPortal()->mGroup, in_area);
|
||||
}
|
||||
portal = new GLLineToLinePortal(wall->lineportal);
|
||||
portal = new GLLineToLinePortal(&pstate, wall->lineportal);
|
||||
}
|
||||
portal->AddLine(wall);
|
||||
break;
|
||||
|
||||
case PORTALTYPE_SKY:
|
||||
wall->sky = UniqueSkies.Get(wall->sky);
|
||||
portal = GLPortal::FindPortal(wall->sky);
|
||||
if (!portal) portal = new GLSkyPortal(wall->sky);
|
||||
wall->sky = pstate.UniqueSkies.Get(wall->sky);
|
||||
portal = pstate.FindPortal(wall->sky);
|
||||
if (!portal) portal = new GLSkyPortal(&pstate, wall->sky);
|
||||
portal->AddLine(wall);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -214,6 +214,42 @@ angle_t HWDrawInfo::FrustumAngle()
|
|||
return a1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Setup the modelview matrix
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
float mult = mirror ? -1 : 1;
|
||||
float planemult = planemirror ? -level.info->pixelstretch : level.info->pixelstretch;
|
||||
|
||||
VPUniforms.mViewMatrix.loadIdentity();
|
||||
VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
||||
VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
||||
VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
||||
VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
||||
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// SetupView
|
||||
// Setup the view rotation matrix for the given viewpoint
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void HWDrawInfo::SetupView(float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
auto &vp = Viewpoint;
|
||||
vp.SetViewAngle(r_viewwindow);
|
||||
SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
|
||||
SetCameraPos(vp.Pos);
|
||||
ApplyVPUniforms();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -217,6 +217,8 @@ public:
|
|||
void PrepareTargeterSprites();
|
||||
|
||||
void UpdateCurrentMapSection();
|
||||
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
|
||||
void SetupView(float vx, float vy, float vz, bool mirror, bool planemirror);
|
||||
angle_t FrustumAngle();
|
||||
|
||||
virtual void DrawWall(GLWall *wall, int pass) = 0;
|
||||
|
|
157
src/hwrenderer/scene/hw_portal.cpp
Normal file
157
src/hwrenderer/scene/hw_portal.cpp
Normal file
|
@ -0,0 +1,157 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2004-2018 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** hw_portal.cpp
|
||||
** portal maintenance classes for skyboxes, horizons etc. (API independent parts)
|
||||
**
|
||||
*/
|
||||
|
||||
#include "c_dispatch.h"
|
||||
#include "hw_portal.h"
|
||||
|
||||
IPortal * FPortalSceneState::FindPortal(const void * src)
|
||||
{
|
||||
int i = portals.Size() - 1;
|
||||
|
||||
while (i >= 0 && portals[i] && portals[i]->GetSource() != src) i--;
|
||||
return i >= 0 ? portals[i] : nullptr;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// StartFrame
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FPortalSceneState::StartFrame()
|
||||
{
|
||||
IPortal * p = nullptr;
|
||||
portals.Push(p);
|
||||
if (renderdepth == 0)
|
||||
{
|
||||
inskybox = false;
|
||||
screen->instack[sector_t::floor] = screen->instack[sector_t::ceiling] = 0;
|
||||
}
|
||||
renderdepth++;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// printing portal info
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static bool gl_portalinfo;
|
||||
|
||||
CCMD(gl_portalinfo)
|
||||
{
|
||||
gl_portalinfo = true;
|
||||
}
|
||||
|
||||
static FString indent;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// EndFrame
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FPortalSceneState::EndFrame(HWDrawInfo *outer_di)
|
||||
{
|
||||
IPortal * 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, outer_di);
|
||||
}
|
||||
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 severely stall
|
||||
// the GPU and there's rarely more than one sky visible at a time.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di)
|
||||
{
|
||||
IPortal * p;
|
||||
IPortal * best = nullptr;
|
||||
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] != nullptr; --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, outer_di);
|
||||
delete best;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "hw_drawinfo.h"
|
||||
#include "hw_drawstructs.h"
|
||||
#include "hwrenderer/textures/hw_material.h"
|
||||
|
||||
struct GLSkyInfo
|
||||
|
@ -33,12 +34,96 @@ struct GLHorizonInfo
|
|||
PalEntry specialcolor;
|
||||
};
|
||||
|
||||
struct FPortalSceneState;
|
||||
|
||||
class IPortal
|
||||
{
|
||||
friend struct FPortalSceneState;
|
||||
protected:
|
||||
FPortalSceneState * mState;
|
||||
TArray<GLWall> lines;
|
||||
public:
|
||||
IPortal(FPortalSceneState *s, bool local);
|
||||
virtual ~IPortal() {}
|
||||
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
|
||||
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
|
||||
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
|
||||
virtual line_t *ClipLine() { return nullptr; }
|
||||
virtual void * GetSource() const = 0; // GetSource MUST be implemented!
|
||||
virtual const char *GetName() = 0;
|
||||
virtual bool IsSky() { return false; }
|
||||
virtual bool NeedCap() { return true; }
|
||||
virtual bool NeedDepthBuffer() { return true; }
|
||||
virtual void DrawContents(HWDrawInfo *di) = 0;
|
||||
virtual void RenderAttached(HWDrawInfo *di) {}
|
||||
virtual bool Start(bool usestencil, bool doquery, HWDrawInfo *outer_di, HWDrawInfo **pDi) = 0;
|
||||
virtual void End(HWDrawInfo *di, bool usestencil) = 0;
|
||||
|
||||
void AddLine(GLWall * l)
|
||||
{
|
||||
lines.Push(*l);
|
||||
}
|
||||
|
||||
void RenderPortal(bool usestencil, bool doquery, HWDrawInfo *outer_di)
|
||||
{
|
||||
// Start may perform an occlusion query. If that returns 0 there
|
||||
// is no need to draw the stencil's contents and there's also no
|
||||
// need to restore the affected area becasue there is none!
|
||||
HWDrawInfo *di;
|
||||
if (Start(usestencil, doquery, outer_di, &di))
|
||||
{
|
||||
DrawContents(di);
|
||||
End(di, usestencil);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
struct FPortalSceneState
|
||||
{
|
||||
TArray<IPortal *> portals;
|
||||
int recursion = 0;
|
||||
|
||||
int MirrorFlag = 0;
|
||||
int PlaneMirrorFlag = 0;
|
||||
int renderdepth = 0;
|
||||
|
||||
int PlaneMirrorMode = 0;
|
||||
bool inskybox = 0;
|
||||
|
||||
UniqueList<GLSkyInfo> UniqueSkies;
|
||||
UniqueList<GLHorizonInfo> UniqueHorizons;
|
||||
UniqueList<secplane_t> UniquePlaneMirrors;
|
||||
|
||||
int skyboxrecursion = 0;
|
||||
|
||||
void BeginScene()
|
||||
{
|
||||
UniqueSkies.Clear();
|
||||
UniqueHorizons.Clear();
|
||||
UniquePlaneMirrors.Clear();
|
||||
}
|
||||
|
||||
int GetRecursion() const
|
||||
{
|
||||
return recursion;
|
||||
}
|
||||
|
||||
bool isMirrored() const
|
||||
{
|
||||
return !!((MirrorFlag ^ PlaneMirrorFlag) & 1);
|
||||
}
|
||||
|
||||
IPortal * FindPortal(const void * src);
|
||||
void StartFrame();
|
||||
bool RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di);
|
||||
void EndFrame(HWDrawInfo *outer_di);
|
||||
|
||||
|
||||
};
|
||||
|
||||
inline IPortal::IPortal(FPortalSceneState *s, bool local) : mState(s)
|
||||
{
|
||||
if (!local) s->portals.Push(this);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue