More portal handling stuff

This commit is contained in:
Magnus Norddahl 2016-11-25 01:08:25 +01:00
commit 1def7b3eae
4 changed files with 118 additions and 33 deletions

View file

@ -128,7 +128,7 @@ void RenderPolyPortal::RenderSubsector(subsector_t *sub)
SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector)
{
if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
if ((int)SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
return SpriteRange();
auto &range = SectorSpriteRanges[sector->sectornum];
@ -191,10 +191,38 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
void RenderPolyPortal::RenderTranslucent()
{
for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
{
(*it)->RenderTranslucent();
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.stenciltestvalue = 253;
args.stencilwritevalue = 1;
for (const auto &verts : (*it)->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
}
}
for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
{
(*it)->RenderTranslucent();
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.stenciltestvalue = 253;
args.stencilwritevalue = 1;
for (const auto &verts : (*it)->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
}
}
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
{
@ -237,23 +265,7 @@ void PolyDrawSectorPortal::Render()
return;
recursion++;
int savedextralight = extralight;
DVector3 savedpos = ViewPos;
DAngle savedangle = ViewAngle;
double savedvisibility = R_GetVisibility();
AActor *savedcamera = camera;
sector_t *savedsector = viewsector;
// Don't let gun flashes brighten the sky box
ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
extralight = 0;
R_SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
camera = nullptr;
viewsector = Portal->mDestination;
R_SetViewAngle();
SaveGlobals();
// To do: get this information from RenderPolyScene instead of duplicating the code..
double radPitch = ViewPitch.Normalized180().Radians();
@ -275,7 +287,50 @@ void PolyDrawSectorPortal::Render()
RenderPortal.SetViewpoint(worldToClip, 252);
RenderPortal.Render();
RestoreGlobals();
recursion--;
}
void PolyDrawSectorPortal::RenderTranslucent()
{
if (Portal->mType != PORTS_SKYVIEWPOINT)
return;
static int recursion = 0;
if (recursion >= 1/*r_portal_recursions*/)
return;
recursion++;
RenderPortal.RenderTranslucent();
recursion--;
}
void PolyDrawSectorPortal::SaveGlobals()
{
int savedextralight = extralight;
DVector3 savedpos = ViewPos;
DAngle savedangle = ViewAngle;
double savedvisibility = R_GetVisibility();
AActor *savedcamera = camera;
sector_t *savedsector = viewsector;
// Don't let gun flashes brighten the sky box
ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
extralight = 0;
R_SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
camera = nullptr;
viewsector = Portal->mDestination;
R_SetViewAngle();
}
void PolyDrawSectorPortal::RestoreGlobals()
{
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
@ -283,16 +338,6 @@ void PolyDrawSectorPortal::Render()
extralight = savedextralight;
ViewAngle = savedangle;
R_SetViewAngle();
recursion--;
}
void PolyDrawSectorPortal::RenderTranslucent()
{
/*if (Portal->mType != PORTS_SKYVIEWPOINT)
return;
RenderPortal.RenderTranslucent();*/
}
/////////////////////////////////////////////////////////////////////////////