mirror of
https://github.com/ZDoom/qzdoom.git
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ecb57d6cd9
# Conflicts: # src/gl/renderer/gl_renderer.cpp # src/gl/scene/gl_scene.cpp # src/gl/shaders/gl_shader.cpp # wadsrc/static/language.enu # wadsrc/static/menudef.zz
1258 lines
35 KiB
C++
1258 lines
35 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_portal.cpp
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** Generalized portal maintenance classes for skyboxes, horizons etc.
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**
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*/
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#include "gl/system/gl_system.h"
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#include "p_local.h"
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#include "vectors.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "a_sharedglobal.h"
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#include "r_sky.h"
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#include "portal.h"
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#include "p_maputl.h"
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#include "d_player.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_clipper.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/stereo3d/scoped_color_mask.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/utility/gl_geometric.h"
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// General portal handling code
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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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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extern bool r_showviewer;
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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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int GLPortal::instack[2];
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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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UniqueList<FGLLinePortal> UniqueLineToLines;
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void gl_RenderActorsInPortal(FGLLinePortal *glport);
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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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UniqueLineToLines.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()
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{
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bool multi = !!glIsEnabled(GL_MULTISAMPLE);
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gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
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gl_MatrixStack.Push(gl_RenderState.mProjectionMatrix);
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, SCREENWIDTH, SCREENHEIGHT, 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
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glEnable(GL_DEPTH_TEST);
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gl_MatrixStack.Pop(gl_RenderState.mProjectionMatrix);
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gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
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gl_RenderState.ApplyMatrices();
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if (multi) glEnable(GL_MULTISAMPLE);
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}
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//-----------------------------------------------------------------------------
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//
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// DrawPortalStencil
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//
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//-----------------------------------------------------------------------------
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void GLPortal::DrawPortalStencil()
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{
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if (mPrimIndices.Size() == 0)
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{
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mPrimIndices.Resize(2 * lines.Size());
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for (unsigned int i = 0; i < lines.Size(); i++)
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{
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if (gl.buffermethod != BM_DEFERRED) lines[i].MakeVertices(false);
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mPrimIndices[i * 2] = lines[i].vertindex;
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mPrimIndices[i * 2 + 1] = lines[i].vertcount;
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}
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}
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gl_RenderState.Apply();
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for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2)
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{
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, mPrimIndices[i], mPrimIndices[i + 1]);
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}
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if (NeedCap() && lines.Size() > 1)
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{
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
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}
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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)
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{
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rendered_portals++;
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// PortalAll.Clock();
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if (usestencil)
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{
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if (!gl_portals)
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{
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// PortalAll.Unclock();
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return false;
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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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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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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.ResetColor();
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glDepthFunc(GL_LESS);
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gl_RenderState.Apply();
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if (NeedDepthBuffer())
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{
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glDepthMask(false); // don't write to Z-buffer!
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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 && doquery) glGenQueries(1, &QueryObject);
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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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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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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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glDepthFunc(GL_ALWAYS);
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DrawPortalStencil();
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// set normal drawing mode
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gl_RenderState.EnableTexture(true);
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glDepthFunc(GL_LESS);
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// glColorMask(1, 1, 1, 1);
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gl_RenderState.SetEffect(EFF_NONE);
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glDepthRange(0, 1);
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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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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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PortalAll.Unclock();
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return false;
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}
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}
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FDrawInfo::StartDrawInfo();
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}
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else
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{
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// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
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// No occlusion queries will be done here. For these portals the overhead is far greater
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// than the benefit.
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// Note: We must draw the stencil with z-write enabled here because there is no second pass!
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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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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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gl_RenderState.SetEffect(EFF_NONE);
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glDisable(GL_DEPTH_TEST);
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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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}
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else
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{
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if (NeedDepthBuffer())
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{
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FDrawInfo::StartDrawInfo();
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}
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else
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{
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glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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}
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}
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// save viewpoint
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savedViewPos = ViewPos;
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savedAngle = ViewAngle;
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savedviewactor=GLRenderer->mViewActor;
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savedviewarea=in_area;
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savedviewpath[0] = ViewPath[0];
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savedviewpath[1] = ViewPath[1];
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savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
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PrevPortal = GLRenderer->mCurrentPortal;
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PrevClipPortal = GLRenderer->mClipPortal;
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GLRenderer->mClipPortal = NULL; // Portals which need this have to set it themselves
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GLRenderer->mCurrentPortal = this;
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if (PrevPortal != NULL) PrevPortal->PushState();
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// PortalAll.Unclock();
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return true;
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}
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inline void GLPortal::ClearClipper()
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{
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DAngle angleOffset = deltaangle(savedAngle, ViewAngle);
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clipper.Clear();
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static int call=0;
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// Set the clipper to the minimal visible area
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clipper.SafeAddClipRange(0,0xffffffff);
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for (unsigned int i = 0; i < lines.Size(); i++)
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{
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DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - savedViewPos).Angle() + angleOffset;
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DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - savedViewPos).Angle() + angleOffset;
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if (deltaangle(endAngle, startAngle) < 0)
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{
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clipper.SafeRemoveClipRangeRealAngles(startAngle.BAMs(), endAngle.BAMs());
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}
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}
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// and finally clip it to the visible area
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angle_t a1 = GLRenderer->FrustumAngle();
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if (a1 < ANGLE_180) clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
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// lock the parts that have just been clipped out.
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clipper.SetSilhouette();
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}
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//-----------------------------------------------------------------------------
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//
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// End
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//
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//-----------------------------------------------------------------------------
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void GLPortal::End(bool usestencil)
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{
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bool needdepth = NeedDepthBuffer();
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PortalAll.Clock();
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if (PrevPortal != NULL) PrevPortal->PopState();
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GLRenderer->mCurrentPortal = PrevPortal;
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GLRenderer->mClipPortal = PrevClipPortal;
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if (usestencil)
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{
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if (needdepth) FDrawInfo::EndDrawInfo();
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// Restore the old view
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ViewPath[0] = savedviewpath[0];
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ViewPath[1] = savedviewpath[1];
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ViewPos = savedViewPos;
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ViewAngle = savedAngle;
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GLRenderer->mViewActor=savedviewactor;
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in_area=savedviewarea;
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if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_INVISIBLE) | savedvisibility;
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(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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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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if (needdepth)
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{
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// first step: reset the depth buffer to max. depth
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glDepthRange(1, 1); // always
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glDepthFunc(GL_ALWAYS); // write the farthest depth value
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DrawPortalStencil();
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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}
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// second step: restore the depth buffer to the previous values and reset the stencil
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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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DrawPortalStencil();
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glDepthFunc(GL_LESS);
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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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// 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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}
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else
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{
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if (needdepth)
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{
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FDrawInfo::EndDrawInfo();
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(true);
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}
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// Restore the old view
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ViewPos = savedViewPos;
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ViewAngle = savedAngle;
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GLRenderer->mViewActor=savedviewactor;
|
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in_area=savedviewarea;
|
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if (camera != nullptr) camera->renderflags |= savedvisibility;
|
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
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|
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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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|
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gl_RenderState.ResetColor();
|
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glDepthFunc(GL_LEQUAL);
|
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glDepthRange(0, 1);
|
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{
|
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ScopedColorMask colorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
|
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gl_RenderState.SetEffect(EFF_STENCIL);
|
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gl_RenderState.EnableTexture(false);
|
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gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
|
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
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gl_RenderState.Apply();
|
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DrawPortalStencil();
|
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gl_RenderState.SetEffect(EFF_NONE);
|
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gl_RenderState.EnableTexture(true);
|
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}
|
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glDepthFunc(GL_LESS);
|
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}
|
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PortalAll.Unclock();
|
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}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// StartFrame
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLPortal::StartFrame()
|
||
{
|
||
GLPortal * p=NULL;
|
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portals.Push(p);
|
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if (renderdepth==0)
|
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{
|
||
inskybox=false;
|
||
instack[sector_t::floor]=instack[sector_t::ceiling]=0;
|
||
}
|
||
renderdepth++;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Portal info
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
static bool gl_portalinfo;
|
||
|
||
CCMD(gl_portalinfo)
|
||
{
|
||
gl_portalinfo = true;
|
||
}
|
||
|
||
FString indent;
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// EndFrame
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void GLPortal::EndFrame()
|
||
{
|
||
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 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);
|
||
}
|
||
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)
|
||
{
|
||
GLPortal * p;
|
||
GLPortal * best = NULL;
|
||
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] != NULL; --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);
|
||
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]:NULL;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void GLPortal::SaveMapSection()
|
||
{
|
||
savedmapsection.Resize(currentmapsection.Size());
|
||
memcpy(&savedmapsection[0], ¤tmapsection[0], currentmapsection.Size());
|
||
memset(¤tmapsection[0], 0, currentmapsection.Size());
|
||
}
|
||
|
||
void GLPortal::RestoreMapSection()
|
||
{
|
||
memcpy(¤tmapsection[0], &savedmapsection[0], currentmapsection.Size());
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Skybox Portal
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// GLSkyboxPortal::DrawContents
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
static int skyboxrecursion=0;
|
||
void GLSkyboxPortal::DrawContents()
|
||
{
|
||
int old_pm = PlaneMirrorMode;
|
||
int saved_extralight = extralight;
|
||
|
||
if (skyboxrecursion >= 3)
|
||
{
|
||
ClearScreen();
|
||
return;
|
||
}
|
||
|
||
skyboxrecursion++;
|
||
AActor *origin = portal->mSkybox;
|
||
portal->mFlags |= PORTSF_INSKYBOX;
|
||
extralight = 0;
|
||
|
||
PlaneMirrorMode = 0;
|
||
|
||
bool oldclamp = gl_RenderState.SetDepthClamp(false);
|
||
ViewPos = origin->InterpolatedPosition(r_TicFracF);
|
||
ViewAngle += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * r_TicFracF);
|
||
|
||
// Don't let the viewpoint be too close to a floor or ceiling
|
||
double floorh = origin->Sector->floorplane.ZatPoint(origin->Pos());
|
||
double ceilh = origin->Sector->ceilingplane.ZatPoint(origin->Pos());
|
||
if (ViewPos.Z < floorh + 4) ViewPos.Z = floorh + 4;
|
||
if (ViewPos.Z > ceilh - 4) ViewPos.Z = ceilh - 4;
|
||
|
||
GLRenderer->mViewActor = origin;
|
||
|
||
inskybox = true;
|
||
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||
GLRenderer->SetViewArea();
|
||
ClearClipper();
|
||
|
||
int mapsection = R_PointInSubsector(ViewPos)->mapsection;
|
||
|
||
SaveMapSection();
|
||
currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
|
||
|
||
GLRenderer->DrawScene(DM_PORTAL);
|
||
portal->mFlags &= ~PORTSF_INSKYBOX;
|
||
inskybox = false;
|
||
gl_RenderState.SetDepthClamp(oldclamp);
|
||
skyboxrecursion--;
|
||
|
||
PlaneMirrorMode = old_pm;
|
||
extralight = saved_extralight;
|
||
|
||
RestoreMapSection();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Sector stack Portal
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
GLSectorStackPortal::~GLSectorStackPortal()
|
||
{
|
||
if (origin != NULL && origin->glportal == this)
|
||
{
|
||
origin->glportal = NULL;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// GLSectorStackPortal::SetupCoverage
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
static BYTE SetCoverage(void *node)
|
||
{
|
||
if (numnodes == 0)
|
||
{
|
||
return 0;
|
||
}
|
||
if (!((size_t)node & 1)) // Keep going until found a subsector
|
||
{
|
||
node_t *bsp = (node_t *)node;
|
||
BYTE coverage = SetCoverage(bsp->children[0]) | SetCoverage(bsp->children[1]);
|
||
gl_drawinfo->no_renderflags[bsp-nodes] = coverage;
|
||
return coverage;
|
||
}
|
||
else
|
||
{
|
||
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
|
||
return gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN;
|
||
}
|
||
}
|
||
|
||
void GLSectorStackPortal::SetupCoverage()
|
||
{
|
||
for(unsigned i=0; i<subsectors.Size(); i++)
|
||
{
|
||
subsector_t *sub = subsectors[i];
|
||
int plane = origin->plane;
|
||
for(int j=0;j<sub->portalcoverage[plane].sscount; j++)
|
||
{
|
||
subsector_t *dsub = &::subsectors[sub->portalcoverage[plane].subsectors[j]];
|
||
currentmapsection[dsub->mapsection>>3] |= 1 << (dsub->mapsection&7);
|
||
gl_drawinfo->ss_renderflags[dsub-::subsectors] |= SSRF_SEEN;
|
||
}
|
||
}
|
||
SetCoverage(&nodes[numnodes-1]);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// GLSectorStackPortal::DrawContents
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLSectorStackPortal::DrawContents()
|
||
{
|
||
FPortal *portal = origin;
|
||
|
||
ViewPos += origin->mDisplacement;
|
||
GLRenderer->mViewActor = NULL;
|
||
|
||
// avoid recursions!
|
||
if (origin->plane != -1) instack[origin->plane]++;
|
||
|
||
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
SaveMapSection();
|
||
SetupCoverage();
|
||
ClearClipper();
|
||
|
||
// If the viewpoint is not within the portal, we need to invalidate the entire clip area.
|
||
// The portal will re-validate the necessary parts when its subsectors get traversed.
|
||
subsector_t *sub = R_PointInSubsector(ViewPos);
|
||
if (!(gl_drawinfo->ss_renderflags[sub - ::subsectors] & SSRF_SEEN))
|
||
{
|
||
clipper.SafeAddClipRange(0, ANGLE_MAX);
|
||
clipper.SetBlocked(true);
|
||
}
|
||
|
||
GLRenderer->DrawScene(DM_PORTAL);
|
||
RestoreMapSection();
|
||
|
||
if (origin->plane != -1) instack[origin->plane]--;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Plane Mirror Portal
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// GLPlaneMirrorPortal::DrawContents
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void GLPlaneMirrorPortal::DrawContents()
|
||
{
|
||
if (renderdepth>r_mirror_recursions)
|
||
{
|
||
ClearScreen();
|
||
return;
|
||
}
|
||
|
||
int old_pm=PlaneMirrorMode;
|
||
|
||
double planez = origin->ZatPoint(ViewPos);
|
||
ViewPos.Z = 2 * planez - ViewPos.Z;
|
||
GLRenderer->mViewActor = NULL;
|
||
PlaneMirrorMode = origin->fC() < 0 ? -1 : 1;
|
||
|
||
PlaneMirrorFlag++;
|
||
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
ClearClipper();
|
||
|
||
gl_RenderState.SetClipHeight(planez, PlaneMirrorMode < 0? -1.f : 1.f);
|
||
GLRenderer->DrawScene(DM_PORTAL);
|
||
gl_RenderState.SetClipHeight(0.f, 0.f);
|
||
PlaneMirrorFlag--;
|
||
PlaneMirrorMode=old_pm;
|
||
}
|
||
|
||
void GLPlaneMirrorPortal::PushState()
|
||
{
|
||
planestack.Push(gl_RenderState.GetClipHeight());
|
||
planestack.Push(gl_RenderState.GetClipHeightDirection());
|
||
gl_RenderState.SetClipHeight(0.f, 0.f);
|
||
}
|
||
|
||
void GLPlaneMirrorPortal::PopState()
|
||
{
|
||
float d, f;
|
||
planestack.Pop(d);
|
||
planestack.Pop(f);
|
||
gl_RenderState.SetClipHeight(f, d);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Common code for line to line and mirror portals
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void GLLinePortal::PushState()
|
||
{
|
||
FStateVec4 &v = gl_RenderState.GetClipLine();
|
||
planestack.Push(v.vec[0]);
|
||
planestack.Push(v.vec[1]);
|
||
planestack.Push(v.vec[2]);
|
||
planestack.Push(v.vec[3]);
|
||
planestack.Push(gl_RenderState.GetClipLineState());
|
||
gl_RenderState.EnableClipLine(false);
|
||
}
|
||
|
||
void GLLinePortal::PopState()
|
||
{
|
||
FStateVec4 &v = gl_RenderState.GetClipLine();
|
||
float e;
|
||
planestack.Pop(e);
|
||
planestack.Pop(v.vec[3]);
|
||
planestack.Pop(v.vec[2]);
|
||
planestack.Pop(v.vec[1]);
|
||
planestack.Pop(v.vec[0]);
|
||
gl_RenderState.EnableClipLine(e != 0);
|
||
}
|
||
|
||
int GLLinePortal::ClipSeg(seg_t *seg)
|
||
{
|
||
line_t *linedef = seg->linedef;
|
||
if (!linedef)
|
||
{
|
||
return PClip_Inside; // should be handled properly.
|
||
}
|
||
return P_ClipLineToPortal(linedef, line(), ViewPos) ? PClip_InFront : PClip_Inside;
|
||
}
|
||
|
||
int GLLinePortal::ClipSubsector(subsector_t *sub)
|
||
{
|
||
// this seg is completely behind the mirror!
|
||
for(unsigned int i=0;i<sub->numlines;i++)
|
||
{
|
||
if (P_PointOnLineSidePrecise(sub->firstline[i].v1->fPos(), line()) == 0) return PClip_Inside;
|
||
}
|
||
return PClip_InFront;
|
||
}
|
||
|
||
int GLLinePortal::ClipPoint(const DVector2 &pos)
|
||
{
|
||
if (P_PointOnLineSidePrecise(pos, line()))
|
||
{
|
||
return PClip_InFront;
|
||
}
|
||
return PClip_Inside;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Mirror Portal
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// R_EnterMirror
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLMirrorPortal::DrawContents()
|
||
{
|
||
if (renderdepth>r_mirror_recursions)
|
||
{
|
||
ClearScreen();
|
||
return;
|
||
}
|
||
|
||
GLRenderer->mClipPortal = this;
|
||
DAngle StartAngle = ViewAngle;
|
||
DVector3 StartPos = ViewPos;
|
||
|
||
vertex_t *v1 = linedef->v1;
|
||
vertex_t *v2 = linedef->v2;
|
||
|
||
// Reflect the current view behind the mirror.
|
||
if (linedef->Delta().X == 0)
|
||
{
|
||
// vertical mirror
|
||
ViewPos.X = 2 * v1->fX() - StartPos.X;
|
||
|
||
// Compensation for reendering inaccuracies
|
||
if (StartPos.X < v1->fX()) ViewPos.X -= 0.1;
|
||
else ViewPos.X += 0.1;
|
||
}
|
||
else if (linedef->Delta().Y == 0)
|
||
{
|
||
// horizontal mirror
|
||
ViewPos.Y = 2*v1->fY() - StartPos.Y;
|
||
|
||
// Compensation for reendering inaccuracies
|
||
if (StartPos.Y<v1->fY()) ViewPos.Y -= 0.1;
|
||
else ViewPos.Y += 0.1;
|
||
}
|
||
else
|
||
{
|
||
// any mirror--use floats to avoid integer overflow.
|
||
// Use doubles to avoid losing precision which is very important here.
|
||
|
||
double dx = v2->fX() - v1->fX();
|
||
double dy = v2->fY() - v1->fY();
|
||
double x1 = v1->fX();
|
||
double y1 = v1->fY();
|
||
double x = StartPos.X;
|
||
double y = StartPos.Y;
|
||
|
||
// the above two cases catch len == 0
|
||
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
|
||
|
||
ViewPos.X = (x1 + r * dx)*2 - x;
|
||
ViewPos.Y = (y1 + r * dy)*2 - y;
|
||
|
||
// Compensation for reendering inaccuracies
|
||
FVector2 v(-dx, dy);
|
||
v.MakeUnit();
|
||
|
||
ViewPos.X+= v[1] * renderdepth / 2;
|
||
ViewPos.Y+= v[0] * renderdepth / 2;
|
||
}
|
||
ViewAngle = linedef->Delta().Angle() * 2. - StartAngle;
|
||
|
||
GLRenderer->mViewActor = NULL;
|
||
|
||
MirrorFlag++;
|
||
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
|
||
clipper.Clear();
|
||
|
||
angle_t af = GLRenderer->FrustumAngle();
|
||
if (af<ANGLE_180) clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs()+af, ViewAngle.BAMs()-af);
|
||
|
||
angle_t a2 = linedef->v1->GetClipAngle();
|
||
angle_t a1 = linedef->v2->GetClipAngle();
|
||
clipper.SafeAddClipRange(a1,a2);
|
||
|
||
gl_RenderState.SetClipLine(linedef);
|
||
gl_RenderState.EnableClipLine(true);
|
||
GLRenderer->DrawScene(DM_PORTAL);
|
||
gl_RenderState.EnableClipLine(false);
|
||
|
||
MirrorFlag--;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Line to line Portal
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLLineToLinePortal::DrawContents()
|
||
{
|
||
// TODO: Handle recursion more intelligently
|
||
if (renderdepth>r_mirror_recursions)
|
||
{
|
||
ClearScreen();
|
||
return;
|
||
}
|
||
|
||
GLRenderer->mClipPortal = this;
|
||
|
||
line_t *origin = glport->lines[0]->mOrigin;
|
||
P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
|
||
P_TranslatePortalAngle(origin, ViewAngle);
|
||
P_TranslatePortalZ(origin, ViewPos.Z);
|
||
P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
|
||
P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
|
||
if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination))
|
||
{
|
||
double distp = (ViewPath[0] - ViewPath[1]).Length();
|
||
if (distp > EQUAL_EPSILON)
|
||
{
|
||
double dist1 = (ViewPos - ViewPath[0]).Length();
|
||
double dist2 = (ViewPos - ViewPath[1]).Length();
|
||
|
||
if (dist1 + dist2 < distp + 1)
|
||
{
|
||
camera->renderflags |= RF_INVISIBLE;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
SaveMapSection();
|
||
|
||
for (unsigned i = 0; i < lines.Size(); i++)
|
||
{
|
||
line_t *line = lines[i].seg->linedef->getPortalDestination();
|
||
subsector_t *sub;
|
||
if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
|
||
sub = R_PointInSubsector(line->v1->fixX(), line->v1->fixY());
|
||
else sub = line->frontsector->subsectors[0];
|
||
int mapsection = sub->mapsection;
|
||
currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
|
||
}
|
||
|
||
GLRenderer->mViewActor = nullptr;
|
||
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
|
||
ClearClipper();
|
||
gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
|
||
gl_RenderState.EnableClipLine(true);
|
||
GLRenderer->DrawScene(DM_PORTAL);
|
||
gl_RenderState.EnableClipLine(false);
|
||
RestoreMapSection();
|
||
}
|
||
|
||
void GLLineToLinePortal::RenderAttached()
|
||
{
|
||
gl_RenderActorsInPortal(glport);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Horizon Portal
|
||
//
|
||
// This simply draws the area in medium sized squares. Drawing it as a whole
|
||
// polygon creates visible inaccuracies.
|
||
//
|
||
// Originally I tried to minimize the amount of data to be drawn but there
|
||
// are 2 problems with it:
|
||
//
|
||
// 1. Setting this up completely negates any performance gains.
|
||
// 2. It doesn't work with a 360<36> field of view (as when you are looking up.)
|
||
//
|
||
//
|
||
// So the brute force mechanism is just as good.
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
|
||
: GLPortal(local)
|
||
{
|
||
origin = pt;
|
||
|
||
// create the vertex data for this horizon portal.
|
||
GLSectorPlane * sp = &origin->plane;
|
||
const float vx = ViewPos.X;
|
||
const float vy = ViewPos.Y;
|
||
const float vz = ViewPos.Z;
|
||
const float z = sp->Texheight;
|
||
const float tz = (z - vz);
|
||
|
||
// Draw to some far away boundary
|
||
// This is not drawn as larger strips because it causes visual glitches.
|
||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||
for (float x = -32768 + vx; x<32768 + vx; x += 4096)
|
||
{
|
||
for (float y = -32768 + vy; y<32768 + vy; y += 4096)
|
||
{
|
||
ptr->Set(x, z, y, x / 64, -y / 64);
|
||
ptr++;
|
||
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
|
||
ptr++;
|
||
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
|
||
ptr++;
|
||
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
|
||
ptr++;
|
||
}
|
||
}
|
||
|
||
// fill the gap between the polygon and the true horizon
|
||
// Since I can't draw into infinity there can always be a
|
||
// small gap
|
||
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
|
||
ptr++;
|
||
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
|
||
ptr++;
|
||
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
|
||
ptr++;
|
||
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
|
||
ptr++;
|
||
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
|
||
ptr++;
|
||
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
|
||
ptr++;
|
||
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
|
||
ptr++;
|
||
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
|
||
ptr++;
|
||
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
|
||
ptr++;
|
||
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
|
||
ptr++;
|
||
|
||
vcount = GLRenderer->mVBO->GetCount(ptr, &voffset) - 10;
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// GLHorizonPortal::DrawContents
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLHorizonPortal::DrawContents()
|
||
{
|
||
PortalAll.Clock();
|
||
|
||
FMaterial * gltexture;
|
||
PalEntry color;
|
||
player_t * player=&players[consoleplayer];
|
||
GLSectorPlane * sp = &origin->plane;
|
||
|
||
gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
|
||
if (!gltexture)
|
||
{
|
||
ClearScreen();
|
||
PortalAll.Unclock();
|
||
return;
|
||
}
|
||
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
|
||
|
||
|
||
if (gltexture && gltexture->tex->isFullbright())
|
||
{
|
||
// glowing textures are always drawn full bright without color
|
||
gl_SetColor(255, 0, origin->colormap, 1.f);
|
||
gl_SetFog(255, 0, &origin->colormap, false);
|
||
}
|
||
else
|
||
{
|
||
int rel = getExtraLight();
|
||
gl_SetColor(origin->lightlevel, rel, origin->colormap, 1.0f);
|
||
gl_SetFog(origin->lightlevel, rel, &origin->colormap, false);
|
||
}
|
||
|
||
|
||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||
|
||
gl_SetPlaneTextureRotation(sp, gltexture);
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||
gl_RenderState.Apply();
|
||
|
||
|
||
for (unsigned i = 0; i < vcount; i += 4)
|
||
{
|
||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + i, 4);
|
||
}
|
||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + vcount, 10);
|
||
|
||
gl_RenderState.EnableTextureMatrix(false);
|
||
PortalAll.Unclock();
|
||
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
// Eternity-style horizon portal
|
||
//
|
||
// To the rest of the engine these masquerade as a skybox portal
|
||
// Internally they need to draw two horizon or sky portals
|
||
// and will use the respective classes to achieve that.
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void GLEEHorizonPortal::DrawContents()
|
||
{
|
||
PortalAll.Clock();
|
||
sector_t *sector = portal->mOrigin;
|
||
if (sector->GetTexture(sector_t::floor) == skyflatnum ||
|
||
sector->GetTexture(sector_t::ceiling) == skyflatnum)
|
||
{
|
||
GLSkyInfo skyinfo;
|
||
skyinfo.init(sector->sky, 0);
|
||
GLSkyPortal sky(&skyinfo, true);
|
||
sky.DrawContents();
|
||
}
|
||
if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||
{
|
||
GLHorizonInfo horz;
|
||
horz.plane.GetFromSector(sector, sector_t::ceiling);
|
||
horz.lightlevel = gl_ClampLight(sector->GetCeilingLight());
|
||
horz.colormap = sector->ColorMap;
|
||
if (portal->mType == PORTS_PLANE)
|
||
{
|
||
horz.plane.Texheight = ViewPos.Z + fabs(horz.plane.Texheight);
|
||
}
|
||
GLHorizonPortal ceil(&horz, true);
|
||
ceil.DrawContents();
|
||
}
|
||
if (sector->GetTexture(sector_t::floor) != skyflatnum)
|
||
{
|
||
GLHorizonInfo horz;
|
||
horz.plane.GetFromSector(sector, sector_t::floor);
|
||
horz.lightlevel = gl_ClampLight(sector->GetFloorLight());
|
||
horz.colormap = sector->ColorMap;
|
||
if (portal->mType == PORTS_PLANE)
|
||
{
|
||
horz.plane.Texheight = ViewPos.Z - fabs(horz.plane.Texheight);
|
||
}
|
||
GLHorizonPortal floor(&horz, true);
|
||
floor.DrawContents();
|
||
}
|
||
|
||
|
||
|
||
}
|
||
|
||
const char *GLSkyPortal::GetName() { return "Sky"; }
|
||
const char *GLSkyboxPortal::GetName() { return "Skybox"; }
|
||
const char *GLSectorStackPortal::GetName() { return "Sectorstack"; }
|
||
const char *GLPlaneMirrorPortal::GetName() { return "Planemirror"; }
|
||
const char *GLMirrorPortal::GetName() { return "Mirror"; }
|
||
const char *GLLineToLinePortal::GetName() { return "LineToLine"; }
|
||
const char *GLHorizonPortal::GetName() { return "Horizon"; }
|
||
const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }
|
||
|