- Simplify the portal code in softpoly somewhat
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b0261d9545
commit
16a8d71caf
15 changed files with 138 additions and 259 deletions
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@ -46,31 +46,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
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SaveGlobals();
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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// To do: get this information from PolyRenderer instead of duplicating the code..
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
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float ratio = viewwindow.WidescreenRatio;
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float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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Mat4f worldToView =
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Mat4f::Rotate((float)viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
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Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) *
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Mat4f::SwapYZ() *
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Mat4f::Translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
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Mat4f worldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * worldToView;
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PortalViewpoint = PolyPortalViewpoint();
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PortalViewpoint.WorldToView = worldToView;
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PortalViewpoint.WorldToClip = worldToClip;
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PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix();
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PortalViewpoint.StencilValue = StencilValue;
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PortalViewpoint.PortalPlane = PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f);
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PortalViewpoint.PortalDepth = portalDepth;
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@ -80,29 +56,13 @@ void PolyDrawSectorPortal::Render(int portalDepth)
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RestoreGlobals();
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}
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void PolyDrawSectorPortal::RenderTranslucent()
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{
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if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE)
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return;
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SaveGlobals();
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PolyRenderer::Instance()->Scene.RenderTranslucent(&PortalViewpoint);
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RestoreGlobals();
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}
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void PolyDrawSectorPortal::SaveGlobals()
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{
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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savedextralight = viewpoint.extralight;
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savedpos = viewpoint.Pos;
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savedangles = viewpoint.Angles;
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//savedvisibility = PolyRenderer::Instance()->Light.GetVisibility();
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savedcamera = viewpoint.camera;
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savedsector = viewpoint.sector;
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SavedViewpoint = viewpoint;
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SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
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if (Portal->mType == PORTS_SKYVIEWPOINT)
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{
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@ -111,7 +71,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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viewpoint.extralight = 0;
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//PolyRenderer::Instance()->Light.SetVisibility(sky->args[0] * 0.25f);
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viewpoint.Pos = sky->InterpolatedPosition(viewpoint.TicFrac);
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viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
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viewpoint.Angles.Yaw = SavedViewpoint.Angles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
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}
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else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL)
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{
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@ -137,12 +97,18 @@ void PolyDrawSectorPortal::RestoreGlobals()
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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viewpoint.camera = savedcamera;
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viewpoint.sector = savedsector;
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viewpoint.Pos = savedpos;
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viewpoint = SavedViewpoint;
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if (viewpoint.camera)
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{
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if (SavedInvisibility)
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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else
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viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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}
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//PolyRenderer::Instance()->Light.SetVisibility(savedvisibility);
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viewpoint.extralight = savedextralight;
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viewpoint.Angles = savedangles;
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R_SetViewAngle(viewpoint, viewwindow);
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}
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@ -162,33 +128,10 @@ void PolyDrawLinePortal::Render(int portalDepth)
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{
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SaveGlobals();
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// To do: get this information from PolyRenderer instead of duplicating the code..
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * level.info->pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
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float ratio = viewwindow.WidescreenRatio;
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float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
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Mat4f worldToView =
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Mat4f::Rotate((float)viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
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Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) *
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Mat4f::SwapYZ() *
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Mat4f::Translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
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if (Mirror)
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worldToView = Mat4f::Scale(-1.0f, 1.0f, 1.0f) * worldToView;
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Mat4f worldToClip = Mat4f::Perspective(fovy, ratio, 5.0f, 65535.0f, Handedness::Right, ClipZRange::NegativePositiveW) * worldToView;
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// Find portal destination line and make sure it faces the right way
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line_t *clipLine = Portal ? Portal->mDestination : Mirror;
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DVector2 pt1 = clipLine->v1->fPos() - viewpoint.Pos;
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DVector2 pt2 = clipLine->v2->fPos() - viewpoint.Pos;
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DVector2 pt1 = clipLine->v1->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
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DVector2 pt2 = clipLine->v2->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
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bool backfacing = (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0);
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vertex_t *v1 = backfacing ? clipLine->v1 : clipLine->v2;
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vertex_t *v2 = backfacing ? clipLine->v2 : clipLine->v1;
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@ -207,39 +150,24 @@ void PolyDrawLinePortal::Render(int portalDepth)
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Segments.clear();
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Segments.push_back({ angle1, angle2 });*/
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PortalViewpoint = PolyPortalViewpoint();
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PortalViewpoint.WorldToView = worldToView;
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PortalViewpoint.WorldToClip = worldToClip;
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PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix();
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PortalViewpoint.StencilValue = StencilValue;
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PortalViewpoint.PortalPlane = portalPlane;
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PortalViewpoint.PortalDepth = portalDepth;
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PortalViewpoint.LastPortalLine = clipLine;
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PortalViewpoint.PortalEnterLine = clipLine;
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PolyRenderer::Instance()->Scene.Render(&PortalViewpoint);
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RestoreGlobals();
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}
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void PolyDrawLinePortal::RenderTranslucent()
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{
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SaveGlobals();
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PolyRenderer::Instance()->Scene.RenderTranslucent(&PortalViewpoint);
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RestoreGlobals();
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}
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void PolyDrawLinePortal::SaveGlobals()
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{
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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savedextralight = viewpoint.extralight;
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savedpos = viewpoint.Pos;
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savedangles = viewpoint.Angles;
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savedcamera = viewpoint.camera;
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savedsector = viewpoint.sector;
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savedinvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
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savedViewPath[0] = viewpoint.Path[0];
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savedViewPath[1] = viewpoint.Path[1];
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SavedViewpoint = viewpoint;
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SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
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if (Mirror)
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{
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@ -290,27 +218,35 @@ void PolyDrawLinePortal::SaveGlobals()
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P_TranslatePortalXY(src, viewpoint.Path[0].X, viewpoint.Path[0].Y);
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P_TranslatePortalXY(src, viewpoint.Path[1].X, viewpoint.Path[1].Y);
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if (viewpoint.camera && !viewpoint.showviewer)
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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/* What is this code trying to do?
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if (viewpoint.camera)
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{
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viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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if (!viewpoint.showviewer && viewpoint.camera && P_PointOnLineSidePrecise(viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(viewpoint.Path[1], dst))
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{
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double distp = (viewpoint.Path[0] - viewpoint.Path[1]).Length();
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if (distp > EQUAL_EPSILON)
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if (!viewpoint.showviewer && P_PointOnLineSidePrecise(viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(viewpoint.Path[1], dst))
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{
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double dist1 = (viewpoint.Pos - viewpoint.Path[0]).Length();
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double dist2 = (viewpoint.Pos - viewpoint.Path[1]).Length();
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if (dist1 + dist2 < distp + 1)
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double distp = (viewpoint.Path[0] - viewpoint.Path[1]).Length();
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if (distp > EQUAL_EPSILON)
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{
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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double dist1 = (viewpoint.Pos - viewpoint.Path[0]).Length();
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double dist2 = (viewpoint.Pos - viewpoint.Path[1]).Length();
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if (dist1 + dist2 < distp + 1)
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{
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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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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viewpoint.camera = nullptr;
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viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
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R_SetViewAngle(viewpoint, viewwindow);
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if (Mirror)
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@ -321,20 +257,17 @@ void PolyDrawLinePortal::RestoreGlobals()
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{
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auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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viewpoint = SavedViewpoint;
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if (viewpoint.camera)
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{
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if (savedinvisibility)
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if (SavedInvisibility)
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viewpoint.camera->renderflags |= RF_INVISIBLE;
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else
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viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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}
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viewpoint.camera = savedcamera;
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viewpoint.sector = savedsector;
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viewpoint.Pos = savedpos;
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viewpoint.extralight = savedextralight;
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viewpoint.Angles = savedangles;
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viewpoint.Path[0] = savedViewPath[0];
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viewpoint.Path[1] = savedViewPath[1];
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R_SetViewAngle(viewpoint, viewwindow);
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if (Mirror)
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