- made the static portal state a struct inside the Renderer object

This commit is contained in:
Christoph Oelckers 2018-06-23 13:25:23 +02:00
parent 009acf3fb2
commit 282fdac660
16 changed files with 420 additions and 430 deletions

View file

@ -841,6 +841,7 @@ set( FASTMATH_SOURCES
hwrenderer/scene/hw_drawlist.cpp
hwrenderer/scene/hw_clipper.cpp
hwrenderer/scene/hw_flats.cpp
hwrenderer/scene/hw_portal.cpp
hwrenderer/scene/hw_renderhacks.cpp
hwrenderer/scene/hw_sky.cpp
hwrenderer/scene/hw_sprites.cpp

View file

@ -65,7 +65,7 @@ void FGLModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]) && !(smf->flags & MDL_DONTCULLBACKFACES))
{
glEnable(GL_CULL_FACE);
glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CCW : GL_CW);
glFrontFace((mirrored ^ GLRenderer->mPortalState.isMirrored()) ? GL_CCW : GL_CW);
}
gl_RenderState.mModelMatrix = objectToWorldMatrix;
@ -91,7 +91,7 @@ void FGLModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
if (!(actor->RenderStyle == LegacyRenderStyles[STYLE_Normal]))
{
glEnable(GL_CULL_FACE);
glFrontFace((mirrored ^ GLPortal::isMirrored()) ? GL_CW : GL_CCW);
glFrontFace((mirrored ^ GLRenderer->mPortalState.isMirrored()) ? GL_CW : GL_CCW);
}
gl_RenderState.mModelMatrix = objectToWorldMatrix;

View file

@ -173,7 +173,7 @@ void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *c
}
// Make fog a little denser when inside a skybox
if (GLPortal::inskybox) fogdensity+=fogdensity/2;
if (GLRenderer->mPortalState.inskybox) fogdensity+=fogdensity/2;
// no fog in enhanced vision modes!

View file

@ -150,6 +150,8 @@ void FGLRenderer::Initialize(int width, int height)
mCustomPostProcessShaders = new FCustomPostProcessShaders();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenQueries(1, &PortalQueryObject);
glGenVertexArrays(1, &mVAOID);
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
@ -164,14 +166,10 @@ void FGLRenderer::Initialize(int width, int height)
SetupLevel();
mShaderManager = new FShaderManager;
mSamplerManager = new FSamplerManager;
GLPortal::Initialize();
}
FGLRenderer::~FGLRenderer()
{
GLPortal::Shutdown();
FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();
@ -186,6 +184,8 @@ FGLRenderer::~FGLRenderer()
glBindVertexArray(0);
glDeleteVertexArrays(1, &mVAOID);
}
if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
if (swdrawer) delete swdrawer;
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;

View file

@ -6,6 +6,7 @@
#include "vectors.h"
#include "r_renderer.h"
#include "r_data/matrix.h"
#include "hwrenderer/scene/hw_portal.h"
#include "gl/dynlights/gl_shadowmap.h"
#include <functional>
@ -73,6 +74,8 @@ public:
FSamplerManager *mSamplerManager;
unsigned int mFBID;
unsigned int mVAOID;
unsigned int PortalQueryObject;
int mOldFBID;
FGLRenderBuffers *mBuffers;
@ -110,6 +113,8 @@ public:
FLightBuffer *mLights;
SWSceneDrawer *swdrawer = nullptr;
FPortalSceneState mPortalState;
bool buffersActive = false;
float mSceneClearColor[3];

View file

@ -265,7 +265,7 @@ FDrawInfo *FDrawInfo::EndDrawInfo()
void FDrawInfo::SetupFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
int recursion = GLRenderer->mPortalState.GetRecursion();
// Create stencil
glStencilFunc(GL_EQUAL, recursion, ~0); // create stencil
@ -297,7 +297,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
void FDrawInfo::ClearFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
int recursion = GLRenderer->mPortalState.GetRecursion();
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
gl_RenderState.EnableTexture(false);

View file

@ -112,11 +112,6 @@ struct FDrawInfo : public HWDrawInfo
void EndDrawScene(sector_t * viewsector);
void DrawEndScene2D(sector_t * viewsector);
// These should go into hwrenderer later.
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);
static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
FDrawInfo *EndDrawInfo();

View file

@ -58,42 +58,12 @@ EXTERN_CVAR(Bool, gl_portals)
EXTERN_CVAR(Bool, gl_noquery)
EXTERN_CVAR(Int, r_mirror_recursions)
TArray<GLPortal *> GLPortal::portals;
TArray<float> GLPortal::planestack;
int GLPortal::recursion;
int GLPortal::MirrorFlag;
int GLPortal::PlaneMirrorFlag;
int GLPortal::renderdepth;
int GLPortal::PlaneMirrorMode;
GLuint GLPortal::QueryObject;
bool GLPortal::inskybox;
UniqueList<GLSkyInfo> UniqueSkies;
UniqueList<GLHorizonInfo> UniqueHorizons;
UniqueList<secplane_t> UniquePlaneMirrors;
int skyboxrecursion = 0;
//==========================================================================
//
//
//
//==========================================================================
void GLPortal::BeginScene()
{
UniqueSkies.Clear();
UniqueHorizons.Clear();
UniquePlaneMirrors.Clear();
}
//==========================================================================
//
//
//
//==========================================================================
void GLPortal::ClearScreen(FDrawInfo *di)
void GLPortal::ClearScreen(HWDrawInfo *di)
{
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
@ -142,17 +112,13 @@ void GLPortal::DrawPortalStencil()
}
//-----------------------------------------------------------------------------
//
// Start
//
//-----------------------------------------------------------------------------
bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawInfo **pDi)
bool GLPortal::Start(bool usestencil, bool doquery, HWDrawInfo *outer_di, HWDrawInfo **pDi)
{
*pDi = nullptr;
rendered_portals++;
@ -166,7 +132,7 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
}
// Create stencil
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // create stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
{
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
@ -182,19 +148,15 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
else if (gl_noquery) doquery = false;
// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
if (QueryObject)
{
glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
}
else doquery = false; // some kind of error happened
// Use occlusion query to avoid rendering portals that aren't visible
glBeginQuery(GL_SAMPLES_PASSED, GLRenderer->PortalQueryObject);
DrawPortalStencil();
glEndQuery(GL_SAMPLES_PASSED);
// Clear Z-buffer
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
glDepthMask(true); // enable z-buffer again
glDepthRange(1, 1);
@ -210,17 +172,14 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
GLuint sampleCount;
if (QueryObject)
{
glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
glGetQueryObjectuiv(GLRenderer->PortalQueryObject, GL_QUERY_RESULT, &sampleCount);
if (sampleCount == 0) // not visible
{
// restore default stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
return false;
}
if (sampleCount == 0) // not visible
{
// restore default stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
return false;
}
}
else
@ -232,7 +191,7 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
glDepthMask(true);
DrawPortalStencil();
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
gl_RenderState.EnableTexture(true);
// glColorMask(1,1,1,1);
@ -241,7 +200,7 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
glDepthMask(false); // don't write to Z-buffer!
}
}
recursion++;
mState->recursion++;
}
@ -262,14 +221,13 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo *outer_di, FDrawIn
PrevPortal = GLRenderer->mCurrentPortal;
GLRenderer->mCurrentPortal = this;
if (PrevPortal != nullptr) PrevPortal->PushState();
return true;
}
inline void GLPortal::ClearClipper(FDrawInfo *di)
inline void GLPortal::ClearClipper(HWDrawInfo *di)
{
auto outer_di = di->next;
auto outer_di = static_cast<FDrawInfo*>(di)->next;
DAngle angleOffset = deltaangle(outer_di->Viewpoint.Angles.Yaw, di->Viewpoint.Angles.Yaw);
di->mClipper->Clear();
@ -300,15 +258,14 @@ inline void GLPortal::ClearClipper(FDrawInfo *di)
// End
//
//-----------------------------------------------------------------------------
void GLPortal::End(FDrawInfo *di, bool usestencil)
void GLPortal::End(HWDrawInfo *di, bool usestencil)
{
bool needdepth = NeedDepthBuffer();
Clocker c(PortalAll);
if (PrevPortal != nullptr) PrevPortal->PopState();
GLRenderer->mCurrentPortal = PrevPortal;
di = di->EndDrawInfo();
di = static_cast<FDrawInfo*>(di)->EndDrawInfo();
di->ApplyVPUniforms();
if (usestencil)
{
@ -316,7 +273,6 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
// Restore the old view
if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
{
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
@ -341,7 +297,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
glDepthFunc(GL_LEQUAL);
glDepthRange(0, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
DrawPortalStencil();
glDepthFunc(GL_LESS);
@ -349,11 +305,11 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
gl_RenderState.EnableTexture(true);
gl_RenderState.SetEffect(EFF_NONE);
} // glColorMask(1, 1, 1, 1);
recursion--;
mState->recursion--;
// restore old stencil op.
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
glStencilFunc(GL_EQUAL, mState->recursion,~0); // draw sky into stencil
}
else
{
@ -370,7 +326,7 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
// Restore the old view
if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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));
// This draws a valid z-buffer into the stencil's contents to ensure it
// doesn't get overwritten by the level's geometry.
@ -394,141 +350,6 @@ void GLPortal::End(FDrawInfo *di, bool usestencil)
}
//-----------------------------------------------------------------------------
//
// StartFrame
//
//-----------------------------------------------------------------------------
void GLPortal::StartFrame()
{
GLPortal * 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 GLPortal::EndFrame(FDrawInfo *outer_di)
{
GLPortal * p;
if (gl_portalinfo)
{
Printf("%s%d portals, depth = %d\n%s{\n", indent.GetChars(), portals.Size(), renderdepth, indent.GetChars());
indent += " ";
}
// Only use occlusion query if there are more than 2 portals.
// Otherwise there's too much overhead.
// (And don't forget to consider the separating nullptr 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 GLPortal::RenderFirstSkyPortal(int recursion, FDrawInfo *outer_di)
{
GLPortal * p;
GLPortal * 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;
}
//-----------------------------------------------------------------------------
//
// 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"; }

View file

@ -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;
}

View file

@ -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);

View file

@ -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)

View file

@ -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;
}

View file

@ -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();
}
//-----------------------------------------------------------------------------
//
//

View file

@ -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;

View 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;
}

View file

@ -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);
}