Partial sky portal support
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cff72fb072
commit
558a4bcdca
5 changed files with 181 additions and 18 deletions
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@ -29,9 +29,18 @@
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, r_portal_recursions)
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyPortal::RenderPolyPortal()
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{
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}
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RenderPolyPortal::~RenderPolyPortal()
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{
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}
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void RenderPolyPortal::SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue)
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{
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WorldToClip = worldToClip;
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@ -43,7 +52,9 @@ void RenderPolyPortal::Render()
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ClearBuffers();
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Cull.CullScene(WorldToClip);
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RenderSectors();
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for (auto &portal : Portals)
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for (auto &portal : SectorPortals)
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portal->Render();
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for (auto &portal : LinePortals)
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portal->Render();
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}
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@ -53,7 +64,8 @@ void RenderPolyPortal::ClearBuffers()
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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TranslucentObjects.clear();
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Portals.clear();
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SectorPortals.clear();
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LinePortals.clear();
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NextSubsectorDepth = 0;
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}
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@ -80,10 +92,7 @@ void RenderPolyPortal::RenderSubsector(subsector_t *sub)
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
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FSectorPortal *ceilingPortal = frontsector->ValidatePortal(sector_t::ceiling);
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FSectorPortal *floorPortal = frontsector->ValidatePortal(sector_t::floor);
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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}
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for (uint32_t i = 0; i < sub->numlines; i++)
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@ -181,7 +190,10 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
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void RenderPolyPortal::RenderTranslucent()
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{
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for (auto it = Portals.rbegin(); it != Portals.rend(); ++it)
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for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
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(*it)->RenderTranslucent();
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for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
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(*it)->RenderTranslucent();
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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@ -208,3 +220,94 @@ void RenderPolyPortal::RenderTranslucent()
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling)
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{
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}
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void PolyDrawSectorPortal::Render()
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{
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if (Portal->mType != PORTS_SKYVIEWPOINT)
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return;
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static int recursion = 0;
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if (recursion >= 1/*r_portal_recursions*/)
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return;
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recursion++;
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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double savedvisibility = R_GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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// Don't let gun flashes brighten the sky box
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ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
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extralight = 0;
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R_SetVisibility(sky->args[0] * 0.25f);
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ViewPos = sky->InterpolatedPosition(r_TicFracF);
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ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
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camera = nullptr;
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viewsector = Portal->mDestination;
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R_SetViewAngle();
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// To do: get this information from RenderPolyScene instead of duplicating the code..
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double radPitch = ViewPitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.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)(ViewAngle - 90).Radians();
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float ratio = WidescreenRatio;
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float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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RenderPortal.SetViewpoint(worldToClip, 252);
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RenderPortal.Render();
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camera = savedcamera;
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viewsector = savedsector;
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ViewPos = savedpos;
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R_SetVisibility(savedvisibility);
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extralight = savedextralight;
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ViewAngle = savedangle;
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R_SetViewAngle();
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recursion--;
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}
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void PolyDrawSectorPortal::RenderTranslucent()
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{
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/*if (Portal->mType != PORTS_SKYVIEWPOINT)
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return;
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RenderPortal.RenderTranslucent();*/
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyDrawLinePortal::PolyDrawLinePortal(line_t *src, line_t *dest, bool mirror) : Src(src), Dest(dest)
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{
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// To do: do what R_EnterPortal and PortalDrawseg does
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}
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void PolyDrawLinePortal::Render()
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{
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RenderPortal.Render();
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}
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void PolyDrawLinePortal::RenderTranslucent()
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{
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RenderPortal.RenderTranslucent();
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}
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