/* ** gl_renderstruct.h ** Generalized portal maintenance classes to make rendering special effects easier ** and help add future extensions ** **--------------------------------------------------------------------------- ** Copyright 2002-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __GL_PORTAL_H #define __GL_PORTAL_H #include "tarray.h" //#include "gl/gl_intern.h" #include "gl/renderer/gl_renderer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/utility/gl_templates.h" #include "gl/data/gl_data.h" class ASkyViewpoint; struct GLHorizonInfo { GLSectorPlane plane; int lightlevel; FColormap colormap; }; struct GLSkyInfo { float x_offset[2]; float y_offset; // doubleskies don't have a y-offset FMaterial * texture[2]; FTextureID skytexno1; bool mirrored; bool doublesky; bool sky2; PalEntry fadecolor; // if this isn't made part of the dome things will become more complicated when sky fog is used. bool operator==(const GLSkyInfo & inf) { return !memcmp(this, &inf, sizeof(*this)); } bool operator!=(const GLSkyInfo & inf) { return !!memcmp(this, &inf, sizeof(*this)); } void init(int sky1, PalEntry fadecolor); }; extern UniqueList UniqueSkies; extern UniqueList UniqueHorizons; extern UniqueList UniquePlaneMirrors; extern UniqueList UniqueLineToLines; struct GLEEHorizonPortal; class GLPortal { static TArray portals; static int recursion; static unsigned int QueryObject; protected: static TArray planestack; static int MirrorFlag; static int PlaneMirrorFlag; static int renderdepth; public: static int PlaneMirrorMode; static int inupperstack; static int instack[2]; static bool inskybox; private: void DrawPortalStencil(); DVector3 savedViewPos; DAngle savedAngle; AActor * savedviewactor; area_t savedviewarea; ActorRenderFlags savedvisibility; DVector3 savedviewpath[2]; GLPortal *PrevPortal; GLPortal *PrevClipPortal; TArray savedmapsection; TArray mPrimIndices; protected: TArray lines; int level; GLPortal(bool local = false) { if (!local) portals.Push(this); } virtual ~GLPortal() { } bool Start(bool usestencil, bool doquery); void End(bool usestencil); virtual void DrawContents()=0; virtual void * GetSource() const =0; // GetSource MUST be implemented! void ClearClipper(); virtual bool IsSky() { return false; } virtual bool NeedCap() { return true; } virtual bool NeedDepthBuffer() { return true; } void ClearScreen(); virtual const char *GetName() = 0; void SaveMapSection(); void RestoreMapSection(); virtual void PushState() {} virtual void PopState() {} public: enum { PClip_InFront, PClip_Inside, PClip_Behind, }; void RenderPortal(bool usestencil, bool doquery) { // 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! if (Start(usestencil, doquery)) { DrawContents(); End(usestencil); } } void AddLine(GLWall * l) { lines.Push(*l); } static int GetRecursion() { return recursion; } virtual int ClipSeg(seg_t *seg) { 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 NULL; } virtual void RenderAttached() {} static void BeginScene(); static void StartFrame(); static bool RenderFirstSkyPortal(int recursion); static void EndFrame(); static GLPortal * FindPortal(const void * src); }; struct GLLinePortal : public GLPortal { // this must be the same as at the start of line_t, so that we can pass in this structure directly to P_ClipLineToPortal. vertex_t *v1, *v2; // vertices, from v1 to v2 DVector2 delta; // precalculated v2 - v1 for side checking angle_t angv1, angv2; // for quick comparisons with a line or subsector GLLinePortal(line_t *line) { v1 = line->v1; v2 = line->v2; CalcDelta(); } GLLinePortal(FGLLinePortal *line) { if (line->lines[0]->mType != PORTT_LINKED || line->v1 == nullptr) { // For non-linked portals we must check the actual linedef. line_t *lline = line->lines[0]->mDestination; v1 = lline->v1; v2 = lline->v2; } else { // For linked portals we can check the merged span. v1 = line->v1; v2 = line->v2; } CalcDelta(); } void CalcDelta() { delta = v2->fPos() - v1->fPos(); } line_t *line() { vertex_t **pv = &v1; return reinterpret_cast(pv); } virtual int ClipSeg(seg_t *seg); virtual int ClipSubsector(subsector_t *sub); virtual int ClipPoint(const DVector2 &pos); virtual bool NeedCap() { return false; } virtual void PushState(); virtual void PopState(); }; struct GLMirrorPortal : public GLLinePortal { // mirror portals always consist of single linedefs! line_t * linedef; protected: virtual void DrawContents(); virtual void * GetSource() const { return linedef; } virtual const char *GetName(); public: GLMirrorPortal(line_t * line) : GLLinePortal(line) { linedef=line; } }; struct GLLineToLinePortal : public GLLinePortal { FGLLinePortal *glport; protected: virtual void DrawContents(); virtual void * GetSource() const { return glport; } virtual const char *GetName(); virtual line_t *ClipLine() { return line(); } virtual void RenderAttached(); public: GLLineToLinePortal(FGLLinePortal *ll) : GLLinePortal(ll) { glport = ll; } }; struct GLSkyboxPortal : public GLPortal { FSectorPortal * portal; protected: virtual void DrawContents(); virtual void * GetSource() const { return portal; } virtual bool IsSky() { return true; } virtual const char *GetName(); public: GLSkyboxPortal(FSectorPortal * pt) { portal=pt; } }; struct GLSkyPortal : public GLPortal { GLSkyInfo * origin; friend struct GLEEHorizonPortal; protected: virtual void DrawContents(); virtual void * GetSource() const { return origin; } virtual bool IsSky() { return true; } virtual bool NeedDepthBuffer() { return false; } virtual const char *GetName(); public: GLSkyPortal(GLSkyInfo * pt, bool local = false) : GLPortal(local) { origin=pt; } }; struct GLSectorStackPortal : public GLPortal { TArray subsectors; protected: virtual ~GLSectorStackPortal(); virtual void DrawContents(); 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(); FPortal *origin; public: GLSectorStackPortal(FPortal *pt) { origin=pt; } void SetupCoverage(); void AddSubsector(subsector_t *sub) { subsectors.Push(sub); } }; struct GLPlaneMirrorPortal : public GLPortal { protected: virtual void DrawContents(); virtual void * GetSource() const { return origin; } virtual const char *GetName(); virtual void PushState(); virtual void PopState(); secplane_t * origin; public: GLPlaneMirrorPortal(secplane_t * pt) { origin=pt; } }; struct GLHorizonPortal : public GLPortal { GLHorizonInfo * origin; unsigned int voffset; unsigned int vcount; friend struct GLEEHorizonPortal; protected: virtual void DrawContents(); virtual void * GetSource() const { return origin; } virtual bool NeedDepthBuffer() { return false; } virtual bool NeedCap() { return false; } virtual const char *GetName(); public: GLHorizonPortal(GLHorizonInfo * pt, bool local = false); }; struct GLEEHorizonPortal : public GLPortal { FSectorPortal * portal; protected: virtual void DrawContents(); virtual void * GetSource() const { return portal; } virtual bool NeedDepthBuffer() { return false; } virtual bool NeedCap() { return false; } virtual const char *GetName(); public: GLEEHorizonPortal(FSectorPortal *pt) { portal=pt; } }; #endif