mirror of
https://github.com/ZDoom/qzdoom.git
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b82d611936
Actually use stereoscopic projection matrix.
1089 lines
30 KiB
C++
1089 lines
30 KiB
C++
/*
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** gl_portal.cpp
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** Generalized portal maintenance classes for skyboxes, horizons etc.
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** Requires a stencil buffer!
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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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 "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/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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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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//==========================================================================
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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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}
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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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screen->Begin2D(false);
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screen->Dim(0, 1.f, 0, 0, SCREENWIDTH, SCREENHEIGHT);
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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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gl_RenderState.Set2DMode(false);
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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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bool cap = NeedCap() && lines.Size() > 1;
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mPrimIndices.Resize(2 * lines.Size() + 4 * cap);
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for (unsigned int i = 0; i<lines.Size(); i++)
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{
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lines[i].RenderWall(GLWall::RWF_NORENDER, &mPrimIndices[i * 2]);
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}
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if (cap)
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{
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// Cap the stencil at the top and bottom
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int n = lines.Size() * 2;
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
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ptr->Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
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ptr->Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
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ptr->Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
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mPrimIndices[n + 1] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n]);
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ptr->Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
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ptr->Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
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ptr->Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
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ptr->Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
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mPrimIndices[n + 3] = GLRenderer->mVBO->GetCount(ptr, &mPrimIndices[n + 2]);
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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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}
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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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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) 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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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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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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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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planestack.Push(gl_RenderState.GetClipHeightTop());
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planestack.Push(gl_RenderState.GetClipHeightBottom());
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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_CLIP_DISTANCE1);
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gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.SetClipHeightTop(65536.f);
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// save viewpoint
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savedviewx=viewx;
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savedviewy=viewy;
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savedviewz=viewz;
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savedviewactor=GLRenderer->mViewActor;
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savedviewangle=viewangle;
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savedviewarea=in_area;
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NextPortal = GLRenderer->mCurrentPortal;
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GLRenderer->mCurrentPortal = NULL; // Portals which need this have to set it themselves
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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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fixed_t angleOffset = viewangle - savedviewangle;
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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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angle_t startAngle = R_PointToAnglePrecise(savedviewx, savedviewy,
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FLOAT2FIXED(lines[i].glseg.x2), FLOAT2FIXED(lines[i].glseg.y2));
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angle_t endAngle = R_PointToAnglePrecise(savedviewx, savedviewy,
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FLOAT2FIXED(lines[i].glseg.x1), FLOAT2FIXED(lines[i].glseg.y1));
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if (startAngle-endAngle>0)
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{
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clipper.SafeRemoveClipRangeRealAngles(startAngle + angleOffset, endAngle + angleOffset);
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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+a1, viewangle-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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GLRenderer->mCurrentPortal = NextPortal;
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float f;
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planestack.Pop(f);
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gl_RenderState.SetClipHeightBottom(f);
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if (f > -65535.f) glEnable(GL_CLIP_DISTANCE0);
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planestack.Pop(f);
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gl_RenderState.SetClipHeightTop(f);
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if (f < 65535.f) glEnable(GL_CLIP_DISTANCE1);
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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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viewx=savedviewx;
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viewy=savedviewy;
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viewz=savedviewz;
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viewangle=savedviewangle;
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GLRenderer->mViewActor=savedviewactor;
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in_area=savedviewarea;
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GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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// ScopedColorMask colorMask(0, 0, 0, 0);
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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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|
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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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FDrawInfo::EndDrawInfo();
|
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glClear(GL_DEPTH_BUFFER_BIT);
|
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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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viewx=savedviewx;
|
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viewy=savedviewy;
|
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viewz=savedviewz;
|
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viewangle=savedviewangle;
|
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GLRenderer->mViewActor=savedviewactor;
|
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in_area=savedviewarea;
|
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GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
|
||
// 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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gl_RenderState.ResetColor();
|
||
glDepthFunc(GL_LEQUAL);
|
||
glDepthRange(0, 1);
|
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{
|
||
ScopedColorMask colorMask(0, 0, 0, 0);
|
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// glColorMask(0,0,0,0); // no graphics
|
||
gl_RenderState.SetEffect(EFF_STENCIL);
|
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gl_RenderState.EnableTexture(false);
|
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DrawPortalStencil();
|
||
gl_RenderState.SetEffect(EFF_NONE);
|
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gl_RenderState.EnableTexture(true);
|
||
} // glColorMask(1, 1, 1, 1);
|
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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], ¤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++;
|
||
origin->flags|=MF_JUSTHIT;
|
||
extralight = 0;
|
||
|
||
PlaneMirrorMode=0;
|
||
|
||
bool oldclamp = gl_RenderState.SetDepthClamp(false);
|
||
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;
|
||
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;
|
||
|
||
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();
|
||
|
||
float f = FIXED2FLOAT(planez);
|
||
if (PlaneMirrorMode < 0)
|
||
{
|
||
gl_RenderState.SetClipHeightTop(f); // ceiling mirror: clip everything with a z lower than the portal's ceiling
|
||
glEnable(GL_CLIP_DISTANCE1);
|
||
}
|
||
else
|
||
{
|
||
gl_RenderState.SetClipHeightBottom(f); // floor mirror: clip everything with a z higher than the portal's floor
|
||
glEnable(GL_CLIP_DISTANCE0);
|
||
}
|
||
|
||
GLRenderer->DrawScene();
|
||
glDisable(GL_CLIP_DISTANCE0);
|
||
glDisable(GL_CLIP_DISTANCE1);
|
||
gl_RenderState.SetClipHeightBottom(-65536.f);
|
||
gl_RenderState.SetClipHeightTop(65536.f);
|
||
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 = FIXED2DBL(v2->x - v1->x);
|
||
double dy = FIXED2DBL(v2->y - v1->y);
|
||
double x1 = FIXED2DBL(v1->x);
|
||
double y1 = FIXED2DBL(v1->y);
|
||
double x = FIXED2DBL(startx);
|
||
double y = FIXED2DBL(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, false, 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, 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();
|
||
|
||
|
||
|
||
float vx=FIXED2FLOAT(viewx);
|
||
float vy=FIXED2FLOAT(viewy);
|
||
|
||
// Draw to some far away boundary
|
||
// This is not drawn as larher strips because it causes visual glitches.
|
||
for(float x=-32768+vx; x<32768+vx; x+=4096)
|
||
{
|
||
for(float y=-32768+vy; y<32768+vy;y+=4096)
|
||
{
|
||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||
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++;
|
||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||
}
|
||
}
|
||
|
||
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
|
||
|
||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||
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++;
|
||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||
|
||
gl_RenderState.EnableTextureMatrix(false);
|
||
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"; }
|