- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
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c29e96d369
commit
d84e079282
7 changed files with 78 additions and 13 deletions
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@ -521,7 +521,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
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//
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//==========================================================================
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void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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{
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sector_t rs;
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sector_t * rendersector;
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@ -552,7 +552,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
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if (thruportal) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
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@ -581,7 +581,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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}
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if (GLRenderer->mClipPortal)
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if (thruportal != 2 && GLRenderer->mClipPortal)
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{
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int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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if (clipres == GLPortal::PClip_InFront) return;
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@ -601,7 +601,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::ceiling);
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bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
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x = thingpos.X;
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z = thingpos.Z - thing->Floorclip;
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y = thingpos.Y;
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@ -1019,5 +1018,56 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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rendered_sprites++;
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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 gl_RenderActorsInPortal(FGLLinePortal *glport)
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{
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TMap<AActor*, bool> processcheck;
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if (glport->validcount == validcount) return; // only process once per frame
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glport->validcount = validcount;
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for (auto port : glport->lines)
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{
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line_t *line = port->mOrigin;
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if (line->isLinePortal()) // only crossable ones
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{
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FLinePortal *port2 = port->mDestination->getPortal();
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// process only if the other side links back to this one.
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if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
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{
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for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
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{
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AActor *th = node->m_thing;
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// process each actor only once per portal.
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bool *check = processcheck.CheckKey(th);
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if (check && *check) continue;
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processcheck[th] = true;
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DAngle savedangle = th->Angles.Yaw;
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DVector3 savedpos = th->Pos();
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DVector3 newpos = savedpos;
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sector_t fakesector;
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P_TranslatePortalXY(line, newpos.X, newpos.Y);
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P_TranslatePortalZ(line, newpos.Z);
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P_TranslatePortalAngle(line, th->Angles.Yaw);
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th->SetXYZ(newpos);
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th->Prev += newpos - savedpos;
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GLSprite spr;
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th->fillcolor = 0xff0000ff;
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spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, false), 2);
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th->fillcolor = 0xffffffff;
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th->Angles.Yaw = savedangle;
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th->SetXYZ(savedpos);
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th->Prev -= newpos - savedpos;
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}
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}
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}
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}
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}
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