Change the line portal shape to be determined by the same code that decides the shape of other walls

This commit is contained in:
Magnus Norddahl 2016-11-26 07:06:10 +01:00
parent 383a59259a
commit 62188d1ea5
4 changed files with 91 additions and 78 deletions

View file

@ -56,13 +56,7 @@ void RenderPolyPortal::Render(int portalDepth)
ClearBuffers();
Cull.CullScene(WorldToClip);
RenderSectors();
if (portalDepth < r_portal_recursions)
{
for (auto &portal : SectorPortals)
portal->Render(portalDepth + 1);
for (auto &portal : LinePortals)
portal->Render(portalDepth + 1);
}
RenderPortals(portalDepth);
}
void RenderPolyPortal::ClearBuffers()
@ -195,6 +189,55 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
}
}
void RenderPolyPortal::RenderPortals(int portalDepth)
{
if (portalDepth < r_portal_recursions)
{
for (auto &portal : SectorPortals)
portal->Render(portalDepth + 1);
for (auto &portal : LinePortals)
portal->Render(portalDepth + 1);
}
else // Fill with black
{
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.uniforms.color = 0;
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light;
for (auto &portal : SectorPortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
}
}
for (auto &portal : LinePortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
}
}
}
}
void RenderPolyPortal::RenderTranslucent(int portalDepth)
{
if (portalDepth < r_portal_recursions)
@ -236,7 +279,7 @@ void RenderPolyPortal::RenderTranslucent(int portalDepth)
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
}
}
}
}
@ -490,7 +533,7 @@ void PolyDrawLinePortal::SaveGlobals()
}
camera = nullptr;
//viewsector = Portal->mDestination;
//viewsector = R_PointInSubsector(ViewPos)->sector;
R_SetViewAngle();
}

View file

@ -91,6 +91,7 @@ public:
private:
void ClearBuffers();
void RenderPortals(int portalDepth);
void RenderSectors();
void RenderSubsector(subsector_t *sub);
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);

View file

@ -61,54 +61,6 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, secto
}
}
if (polyportal)
{
double ceil1 = frontsector->ceilingplane.ZatPoint(line->v1);
double floor1 = frontsector->floorplane.ZatPoint(line->v1);
double ceil2 = frontsector->ceilingplane.ZatPoint(line->v2);
double floor2 = frontsector->floorplane.ZatPoint(line->v2);
DVector2 v1 = line->v1->fPos();
DVector2 v2 = line->v2->fPos();
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return true;
vertices[0].x = (float)v1.X;
vertices[0].y = (float)v1.Y;
vertices[0].z = (float)ceil1;
vertices[0].w = 1.0f;
vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y;
vertices[1].z = (float)ceil2;
vertices[1].w = 1.0f;
vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y;
vertices[2].z = (float)floor2;
vertices[2].w = 1.0f;
vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y;
vertices[3].z = (float)floor1;
vertices[3].w = 1.0f;
PolyDrawArgs args;
args.uniforms.flags = 0;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = polyportal->StencilValue;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
polyportal->Shape.push_back({ vertices, 4, true, subsectorDepth });
return true;
}
RenderPolyWall wall;
wall.LineSeg = line;
wall.Line = line->linedef;
@ -132,6 +84,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, secto
wall.BottomZ = frontfloorz1;
wall.UnpeggedCeil = frontceilz1;
wall.Texpart = side_t::mid;
wall.Polyportal = polyportal;
wall.Render(worldToClip);
return true;
}
@ -182,20 +135,25 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, secto
if (line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
wall.TopZ = middleceilz1;
wall.BottomZ = middlefloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
if (midtex && midtex->UseType != FTexture::TEX_Null)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
wall.TopZ = middleceilz1;
wall.BottomZ = middlefloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
translucentWallsOutput.push_back({ wall });
if (polyportal)
{
wall.Polyportal = polyportal;
wall.Render(worldToClip);
}
}
}
return false;
return polyportal != nullptr;
}
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject> &translucentWallsOutput)
@ -234,11 +192,9 @@ void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ce
void RenderPolyWall::Render(const TriMatrix &worldToClip)
{
FTexture *tex = GetTexture();
if (!tex)
if (!tex && !Polyportal)
return;
PolyWallTextureCoords texcoords(tex, LineSeg, Line, Side, Texpart, TopZ, BottomZ, UnpeggedCeil);
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
@ -247,29 +203,34 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
vertices[0].y = (float)v1.Y;
vertices[0].z = (float)ceil1;
vertices[0].w = 1.0f;
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y;
vertices[1].z = (float)ceil2;
vertices[1].w = 1.0f;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y;
vertices[2].z = (float)floor2;
vertices[2].w = 1.0f;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y;
vertices[3].z = (float)floor1;
vertices[3].w = 1.0f;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
if (tex)
{
PolyWallTextureCoords texcoords(tex, LineSeg, Line, Side, Texpart, TopZ, BottomZ, UnpeggedCeil);
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
}
// Masked walls clamp to the 0-1 range (no texture repeat)
if (Masked)
@ -292,10 +253,17 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
args.ccw = true;
args.stenciltestvalue = StencilValue;
args.stencilwritevalue = StencilValue + 1;
args.SetTexture(tex);
if (tex)
args.SetTexture(tex);
args.SetColormap(Line->frontsector->ColorMap);
if (!Masked)
if (Polyportal)
{
args.stencilwritevalue = Polyportal->StencilValue;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
Polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, args.uniforms.subsectorDepth });
}
else if (!Masked)
{
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);

View file

@ -54,6 +54,7 @@ public:
bool Masked = false;
uint32_t SubsectorDepth = 0;
uint32_t StencilValue = 0;
PolyDrawLinePortal *Polyportal = nullptr;
private:
void ClampHeight(TriVertex &v1, TriVertex &v2);