qzdoom/src/gl/scene/gl_portal.cpp

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/*
** gl_portal.cpp
** Generalized portal maintenance classes for skyboxes, horizons etc.
** Requires a stencil buffer!
**
**---------------------------------------------------------------------------
** Copyright 2004-2005 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.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** 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.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "vectors.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "a_sharedglobal.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/data/gl_data.h"
#include "gl/scene/gl_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/utility/gl_geometric.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// General portal handling code
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
EXTERN_CVAR(Bool, gl_portals)
EXTERN_CVAR(Bool, gl_noquery)
EXTERN_CVAR(Int, r_mirror_recursions)
TArray<GLPortal *> GLPortal::portals;
int GLPortal::recursion;
int GLPortal::MirrorFlag;
int GLPortal::PlaneMirrorFlag;
int GLPortal::renderdepth;
int GLPortal::PlaneMirrorMode;
GLuint GLPortal::QueryObject;
int GLPortal::instack[2];
bool GLPortal::inskybox;
UniqueList<GLSkyInfo> UniqueSkies;
UniqueList<GLHorizonInfo> UniqueHorizons;
UniqueList<secplane_t> UniquePlaneMirrors;
//==========================================================================
//
//
//
//==========================================================================
void GLPortal::BeginScene()
{
UniqueSkies.Clear();
UniqueHorizons.Clear();
UniquePlaneMirrors.Clear();
}
//==========================================================================
//
//
//
//==========================================================================
void GLPortal::ClearScreen()
{
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
screen->Begin2D(false);
screen->Dim(0, 1.f, 0, 0, SCREENWIDTH, SCREENHEIGHT);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (multi) glEnable(GL_MULTISAMPLE);
gl_RenderState.Set2DMode(false);
}
//-----------------------------------------------------------------------------
//
// DrawPortalStencil
//
//-----------------------------------------------------------------------------
void GLPortal::DrawPortalStencil()
{
for(unsigned int i=0;i<lines.Size();i++)
{
lines[i].RenderWall(0, NULL);
}
if (NeedCap() && lines.Size() > 1)
{
// Cap the stencil at the top and bottom
// (cheap ass version)
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-32767.0f,32767.0f,-32767.0f);
glVertex3f(-32767.0f,32767.0f, 32767.0f);
glVertex3f( 32767.0f,32767.0f, 32767.0f);
glVertex3f( 32767.0f,32767.0f,-32767.0f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3f(-32767.0f,-32767.0f,-32767.0f);
glVertex3f(-32767.0f,-32767.0f, 32767.0f);
glVertex3f( 32767.0f,-32767.0f, 32767.0f);
glVertex3f( 32767.0f,-32767.0f,-32767.0f);
glEnd();
}
}
//-----------------------------------------------------------------------------
//
// Start
//
//-----------------------------------------------------------------------------
bool GLPortal::Start(bool usestencil, bool doquery)
{
rendered_portals++;
PortalAll.Clock();
if (usestencil)
{
if (!gl_portals)
{
PortalAll.Unclock();
return false;
}
// Create stencil
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.EnableTexture(false);
glColor3f(1,1,1);
glDepthFunc(GL_LESS);
gl_RenderState.Apply();
if (NeedDepthBuffer())
{
glDepthMask(false); // don't write to Z-buffer!
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 (doquery && gl.flags&RFL_OCCLUSION_QUERY)
{
if (!QueryObject) gl.GenQueries(1, &QueryObject);
if (QueryObject)
{
gl.BeginQuery(GL_SAMPLES_PASSED_ARB, QueryObject);
}
else doquery = false; // some kind of error happened
}
DrawPortalStencil();
if (doquery && gl.flags&RFL_OCCLUSION_QUERY)
{
gl.EndQuery(GL_SAMPLES_PASSED_ARB);
}
// Clear Z-buffer
glStencilFunc(GL_EQUAL,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);
glDepthFunc(GL_ALWAYS);
DrawPortalStencil();
// set normal drawing mode
gl_RenderState.EnableTexture(true);
glDepthFunc(GL_LESS);
glColorMask(1,1,1,1);
glDepthRange(0,1);
if (doquery && gl.flags&RFL_OCCLUSION_QUERY)
{
GLuint sampleCount;
gl.GetQueryObjectuiv(QueryObject, GL_QUERY_RESULT_ARB, &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
PortalAll.Unclock();
return false;
}
}
FDrawInfo::StartDrawInfo();
}
else
{
// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
// No occlusion queries will be done here. For these portals the overhead is far greater
// than the benefit.
// Note: We must draw the stencil with z-write enabled here because there is no second pass!
glDepthMask(true);
DrawPortalStencil();
glStencilFunc(GL_EQUAL,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);
glDisable(GL_DEPTH_TEST);
glDepthMask(false); // don't write to Z-buffer!
}
recursion++;
}
else
{
if (NeedDepthBuffer())
{
FDrawInfo::StartDrawInfo();
}
else
{
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
}
}
// The clip plane from the previous portal must be deactivated for this one.
clipsave = glIsEnabled(GL_CLIP_PLANE0+renderdepth-1);
if (clipsave) glDisable(GL_CLIP_PLANE0+renderdepth-1);
// save viewpoint
savedviewx=viewx;
savedviewy=viewy;
savedviewz=viewz;
savedviewactor=GLRenderer->mViewActor;
savedviewangle=viewangle;
savedviewarea=in_area;
NextPortal = GLRenderer->mCurrentPortal;
GLRenderer->mCurrentPortal = NULL; // Portals which need this have to set it themselves
PortalAll.Unclock();
return true;
}
inline void GLPortal::ClearClipper()
{
fixed_t angleOffset = viewangle - savedviewangle;
clipper.Clear();
static int call=0;
// Set the clipper to the minimal visible area
clipper.SafeAddClipRange(0,0xffffffff);
for(unsigned int i=0;i<lines.Size();i++)
{
angle_t startAngle = R_PointToAnglePrecise(savedviewx, savedviewy,
FLOAT2FIXED(lines[i].glseg.x2), FLOAT2FIXED(lines[i].glseg.y2));
angle_t endAngle = R_PointToAnglePrecise(savedviewx, savedviewy,
FLOAT2FIXED(lines[i].glseg.x1), FLOAT2FIXED(lines[i].glseg.y1));
if (startAngle-endAngle>0)
{
clipper.SafeRemoveClipRangeRealAngles(startAngle + angleOffset, endAngle + angleOffset);
}
}
// and finally clip it to the visible area
angle_t a1 = GLRenderer->FrustumAngle();
if (a1<ANGLE_180) clipper.SafeAddClipRangeRealAngles(viewangle+a1, viewangle-a1);
// lock the parts that have just been clipped out.
clipper.SetSilhouette();
}
//-----------------------------------------------------------------------------
//
// End
//
//-----------------------------------------------------------------------------
void GLPortal::End(bool usestencil)
{
bool needdepth = NeedDepthBuffer();
PortalAll.Clock();
GLRenderer->mCurrentPortal = NextPortal;
if (clipsave) glEnable (GL_CLIP_PLANE0+renderdepth-1);
if (usestencil)
{
if (needdepth) FDrawInfo::EndDrawInfo();
// Restore the old view
viewx=savedviewx;
viewy=savedviewy;
viewz=savedviewz;
viewangle=savedviewangle;
GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
glColor4f(1,1,1,1);
glColorMask(0,0,0,0); // no graphics
glColor3f(1,1,1);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
if (needdepth)
{
// first step: reset the depth buffer to max. depth
glDepthRange(1,1); // always
glDepthFunc(GL_ALWAYS); // write the farthest depth value
DrawPortalStencil();
}
else
{
glEnable(GL_DEPTH_TEST);
}
// second step: restore the depth buffer to the previous values and reset the stencil
glDepthFunc(GL_LEQUAL);
glDepthRange(0,1);
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
DrawPortalStencil();
glDepthFunc(GL_LESS);
gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1);
recursion--;
// restore old stencil op.
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
}
else
{
if (needdepth)
{
FDrawInfo::EndDrawInfo();
glClear(GL_DEPTH_BUFFER_BIT);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
}
// Restore the old view
viewx=savedviewx;
viewy=savedviewy;
viewz=savedviewz;
viewangle=savedviewangle;
GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(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.
glColor4f(1,1,1,1);
glDepthFunc(GL_LEQUAL);
glDepthRange(0,1);
glColorMask(0,0,0,0); // no graphics
gl_RenderState.EnableTexture(false);
DrawPortalStencil();
gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1);
glDepthFunc(GL_LESS);
}
PortalAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// StartFrame
//
//-----------------------------------------------------------------------------
void GLPortal::StartFrame()
{
GLPortal * p=NULL;
portals.Push(p);
if (renderdepth==0)
{
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 severly 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], &currentmapsection[0], currentmapsection.Size());
memset(&currentmapsection[0], 0, currentmapsection.Size());
}
void GLPortal::RestoreMapSection()
{
memcpy(&currentmapsection[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++;
origin->flags|=MF_JUSTHIT;
extralight = 0;
PlaneMirrorMode=0;
glDisable(GL_DEPTH_CLAMP_NV);
viewx = origin->PrevX + FixedMul(r_TicFrac, origin->x - origin->PrevX);
viewy = origin->PrevY + FixedMul(r_TicFrac, origin->y - origin->PrevY);
viewz = origin->PrevZ + FixedMul(r_TicFrac, origin->z - origin->PrevZ);
viewangle += origin->PrevAngle + FixedMul(r_TicFrac, origin->angle - origin->PrevAngle);
// Don't let the viewpoint be too close to a floor or ceiling!
fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin->x, origin->y);
fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin->x, origin->y);
if (viewz<floorh+4*FRACUNIT) viewz=floorh+4*FRACUNIT;
if (viewz>ceilh-4*FRACUNIT) viewz=ceilh-4*FRACUNIT;
GLRenderer->mViewActor = origin;
validcount++;
inskybox=true;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
GLRenderer->SetViewArea();
ClearClipper();
int mapsection = R_PointInSubsector(viewx, viewy)->mapsection;
SaveMapSection();
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
GLRenderer->DrawScene();
origin->flags&=~MF_JUSTHIT;
inskybox=false;
glEnable(GL_DEPTH_CLAMP_NV);
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;
viewx += origin->xDisplacement;
viewy += origin->yDisplacement;
GLRenderer->mViewActor = NULL;
GLRenderer->mCurrentPortal = this;
validcount++;
// avoid recursions!
if (origin->plane != -1) instack[origin->plane]++;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
SaveMapSection();
SetupCoverage();
ClearClipper();
GLRenderer->DrawScene();
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;
fixed_t planez = origin->ZatPoint(viewx, viewy);
viewz = 2*planez - viewz;
GLRenderer->mViewActor = NULL;
PlaneMirrorMode = ksgn(origin->c);
validcount++;
PlaneMirrorFlag++;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
ClearClipper();
glEnable(GL_CLIP_PLANE0+renderdepth);
// This only works properly for non-sloped planes so don't bother with the math.
//double d[4]={origin->a/65536., origin->c/65536., origin->b/65536., FIXED2FLOAT(origin->d)};
double d[4]={0, static_cast<double>(PlaneMirrorMode), 0, FIXED2FLOAT(origin->d)};
glClipPlane(GL_CLIP_PLANE0+renderdepth, d);
GLRenderer->DrawScene();
glDisable(GL_CLIP_PLANE0+renderdepth);
PlaneMirrorFlag--;
PlaneMirrorMode=old_pm;
}
//-----------------------------------------------------------------------------
//
// GLPlaneMirrorPortal::DrawContents
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Mirror Portal
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// R_EnterMirror
//
//-----------------------------------------------------------------------------
void GLMirrorPortal::DrawContents()
{
if (renderdepth>r_mirror_recursions)
{
ClearScreen();
return;
}
GLRenderer->mCurrentPortal = this;
angle_t startang = viewangle;
fixed_t startx = viewx;
fixed_t starty = viewy;
vertex_t *v1 = linedef->v1;
vertex_t *v2 = linedef->v2;
// Reflect the current view behind the mirror.
if (linedef->dx == 0)
{
// vertical mirror
viewx = v1->x - startx + v1->x;
// Compensation for reendering inaccuracies
if (startx<v1->x) viewx -= FRACUNIT/2;
else viewx += FRACUNIT/2;
}
else if (linedef->dy == 0)
{
// horizontal mirror
viewy = v1->y - starty + v1->y;
// Compensation for reendering inaccuracies
if (starty<v1->y) viewy -= FRACUNIT/2;
else viewy += FRACUNIT/2;
}
else
{
// any mirror--use floats to avoid integer overflow.
// Use doubles to avoid losing precision which is very important here.
double dx = FIXED2FLOAT(v2->x - v1->x);
double dy = FIXED2FLOAT(v2->y - v1->y);
double x1 = FIXED2FLOAT(v1->x);
double y1 = FIXED2FLOAT(v1->y);
double x = FIXED2FLOAT(startx);
double y = FIXED2FLOAT(starty);
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
viewx = FLOAT2FIXED((x1 + r * dx)*2 - x);
viewy = FLOAT2FIXED((y1 + r * dy)*2 - y);
// Compensation for reendering inaccuracies
FVector2 v(-dx, dy);
v.MakeUnit();
viewx+= FLOAT2FIXED(v[1] * renderdepth / 2);
viewy+= FLOAT2FIXED(v[0] * renderdepth / 2);
}
// we cannot afford any imprecisions caused by R_PointToAngle2 here. They'd be visible as seams around the mirror.
viewangle = 2*R_PointToAnglePrecise (linedef->v1->x, linedef->v1->y,
linedef->v2->x, linedef->v2->y) - startang;
GLRenderer->mViewActor = NULL;
validcount++;
MirrorFlag++;
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
clipper.Clear();
angle_t af = GLRenderer->FrustumAngle();
if (af<ANGLE_180) clipper.SafeAddClipRangeRealAngles(viewangle+af, viewangle-af);
angle_t a2 = linedef->v1->GetClipAngle();
angle_t a1 = linedef->v2->GetClipAngle();
clipper.SafeAddClipRange(a1,a2);
GLRenderer->DrawScene();
MirrorFlag--;
}
int GLMirrorPortal::ClipSeg(seg_t *seg)
{
// this seg is completely behind the mirror!
if (P_PointOnLineSide(seg->v1->x, seg->v1->y, linedef) &&
P_PointOnLineSide(seg->v2->x, seg->v2->y, linedef))
{
return PClip_InFront;
}
return PClip_Inside;
}
int GLMirrorPortal::ClipPoint(fixed_t x, fixed_t y)
{
if (P_PointOnLineSide(x, y, linedef))
{
return PClip_InFront;
}
return PClip_Inside;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// 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::DrawContents
//
//-----------------------------------------------------------------------------
void GLHorizonPortal::DrawContents()
{
PortalAll.Clock();
GLSectorPlane * sp=&origin->plane;
FMaterial * gltexture;
PalEntry color;
float z;
player_t * player=&players[consoleplayer];
gltexture=FMaterial::ValidateTexture(sp->texture, true);
if (!gltexture)
{
ClearScreen();
PortalAll.Unclock();
return;
}
z=FIXED2FLOAT(sp->texheight);
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
gl_SetColor(255, 0, NULL, 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);
}
gltexture->Bind(origin->colormap.colormap);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.Apply();
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture);
float vx=FIXED2FLOAT(viewx);
float vy=FIXED2FLOAT(viewy);
// Draw to some far away boundary
for(float x=-32768+vx; x<32768+vx; x+=4096)
{
for(float y=-32768+vy; y<32768+vy;y+=4096)
{
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(x/64, -y/64);
glVertex3f(x, z, y);
glTexCoord2f(x/64 + 64, -y/64);
glVertex3f(x + 4096, z, y);
glTexCoord2f(x/64 + 64, -y/64 - 64);
glVertex3f(x + 4096, z, y + 4096);
glTexCoord2f(x/64, -y/64 - 64);
glVertex3f(x, z, y + 4096);
glEnd();
}
}
float vz=FIXED2FLOAT(viewz);
float tz=(z-vz);///64.0f;
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(512.f, 0);
glVertex3f(-32768+vx, z, -32768+vy);
glTexCoord2f(512.f, tz);
glVertex3f(-32768+vx, vz, -32768+vy);
glTexCoord2f(-512.f, 0);
glVertex3f(-32768+vx, z, 32768+vy);
glTexCoord2f(-512.f, tz);
glVertex3f(-32768+vx, vz, 32768+vy);
glTexCoord2f(512.f, 0);
glVertex3f( 32768+vx, z, 32768+vy);
glTexCoord2f(512.f, tz);
glVertex3f( 32768+vx, vz, 32768+vy);
glTexCoord2f(-512.f, 0);
glVertex3f( 32768+vx, z, -32768+vy);
glTexCoord2f(-512.f, tz);
glVertex3f( 32768+vx, vz, -32768+vy);
glTexCoord2f(512.f, 0);
glVertex3f(-32768+vx, z, -32768+vy);
glTexCoord2f(512.f, tz);
glVertex3f(-32768+vx, vz, -32768+vy);
glEnd();
if (pushed)
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
PortalAll.Unclock();
}
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 *GLHorizonPortal::GetName() { return "Horizon"; }