981 lines
29 KiB
C++
981 lines
29 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_drawinfo.cpp
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** Basic scene draw info management class
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**
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*/
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "r_sky.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "hw_fakeflat.h"
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#include "hw_portal.h"
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#include "hw_renderstate.h"
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#include "hw_drawinfo.h"
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#include "hw_drawcontext.h"
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#include "hw_walldispatcher.h"
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#include "po_man.h"
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#include "models.h"
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#include "hw_clock.h"
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#include "hw_cvars.h"
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#include "flatvertices.h"
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#include "hw_vrmodes.h"
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#include "hw_clipper.h"
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#include "v_draw.h"
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#include "texturemanager.h"
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#include "actorinlines.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Float, r_visibility)
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EXTERN_CVAR(Int, lm_background_updates);
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EXTERN_CVAR(Float, r_actorspriteshadowdist)
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CVAR(Bool, lm_always_update, false, 0)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_coronas, true, CVAR_ARCHIVE);
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CVAR(Bool, gl_levelmesh, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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//==========================================================================
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//
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// Sets up a new drawinfo struct
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//
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//==========================================================================
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HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawContext* drawctx, FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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HWDrawInfo *di = drawctx->di_list.GetNew();
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di->Level = lev;
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di->StartScene(parentvp, uniforms);
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return di;
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}
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void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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drawctx->staticClipper.Clear();
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mClipper = &drawctx->staticClipper;
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Viewpoint = parentvp;
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lightmode = getRealLightmode(Level, true);
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if (uniforms)
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{
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VPUniforms = *uniforms;
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// The clip planes will never be inherited from the parent drawinfo.
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VPUniforms.mClipLine.X = -1000001.f;
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VPUniforms.mClipHeight = 0;
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}
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else
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{
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VPUniforms.mProjectionMatrix.loadIdentity();
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mNormalViewMatrix.loadIdentity();
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VPUniforms.mViewHeight = viewheight;
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if (lightmode == ELightMode::Build)
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{
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VPUniforms.mGlobVis = 1 / 64.f;
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VPUniforms.mPalLightLevels = 32 | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
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}
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else
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{
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VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
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VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
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}
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VPUniforms.mClipLine.X = -10000000.0f;
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VPUniforms.mShadowFilter = static_cast<int>(gl_light_shadow_filter);
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VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
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}
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mClipper->SetViewpoint(Viewpoint);
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ClearBuffers();
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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hudsprites.Clear();
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Coronas.Clear();
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Fogballs.Clear();
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VisibleSurfaces.Clear();
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vpIndex = 0;
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// Fullbright information needs to be propagated from the main view.
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if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
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else FullbrightFlags = 0;
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outer = drawctx->gl_drawinfo;
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drawctx->gl_drawinfo = this;
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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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HWDrawInfo *HWDrawInfo::EndDrawInfo()
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{
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assert(this == drawctx->gl_drawinfo);
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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drawctx->gl_drawinfo = outer;
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drawctx->di_list.Release(this);
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if (drawctx->gl_drawinfo == nullptr)
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drawctx->ResetRenderDataAllocator();
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return drawctx->gl_drawinfo;
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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 HWDrawInfo::ClearBuffers()
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{
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otherFloorPlanes.Clear();
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otherCeilingPlanes.Clear();
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floodFloorSegs.Clear();
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floodCeilingSegs.Clear();
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// clear all the lists that might not have been cleared already
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MissingUpperTextures.Clear();
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MissingLowerTextures.Clear();
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MissingUpperSegs.Clear();
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MissingLowerSegs.Clear();
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SubsectorHacks.Clear();
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//CeilingStacks.Clear();
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//FloorStacks.Clear();
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HandledSubsectors.Clear();
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spriteindex = 0;
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if (Level)
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{
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CurrentMapSections.Resize(Level->NumMapSections);
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CurrentMapSections.Zero();
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section_renderflags.Resize(Level->sections.allSections.Size());
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ss_renderflags.Resize(Level->subsectors.Size());
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no_renderflags.Resize(Level->subsectors.Size());
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memset(§ion_renderflags[0], 0, Level->sections.allSections.Size() * sizeof(section_renderflags[0]));
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memset(&ss_renderflags[0], 0, Level->subsectors.Size() * sizeof(ss_renderflags[0]));
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memset(&no_renderflags[0], 0, Level->nodes.Size() * sizeof(no_renderflags[0]));
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}
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Decals[0].Clear();
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Decals[1].Clear();
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mClipPortal = nullptr;
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mCurrentPortal = nullptr;
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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 HWDrawInfo::UpdateCurrentMapSection()
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{
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const int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
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CurrentMapSections.Set(mapsection);
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}
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//-----------------------------------------------------------------------------
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//
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// Sets the area the camera is in
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetViewArea()
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{
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auto &vp = Viewpoint;
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// The render_sector is better suited to represent the current position in GL
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vp.sector = Level->PointInRenderSubsector(vp.Pos)->render_sector;
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// Get the heightsec state from the render sector, not the current one!
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if (vp.sector->GetHeightSec())
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{
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in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below :
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(vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) &&
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!(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
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}
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else
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{
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in_area = Level->HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
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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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//-----------------------------------------------------------------------------
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int HWDrawInfo::SetFullbrightFlags(player_t *player)
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{
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FullbrightFlags = 0;
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// check for special colormaps
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player_t * cplayer = player? player->camera->player : nullptr;
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if (cplayer)
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{
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int cm = CM_DEFAULT;
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if (cplayer->extralight == INT_MIN)
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{
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cm = CM_FIRSTSPECIALCOLORMAP + REALINVERSECOLORMAP;
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Viewpoint.extralight = 0;
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FullbrightFlags = Fullbright;
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// This does never set stealth vision.
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}
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else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
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{
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cm = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
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FullbrightFlags = Fullbright;
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if (gl_enhanced_nv_stealth > 2) FullbrightFlags |= StealthVision;
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}
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else if (cplayer->fixedlightlevel != -1)
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{
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auto torchtype = PClass::FindActor(NAME_PowerTorch);
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auto litetype = PClass::FindActor(NAME_PowerLightAmp);
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for (AActor *in = cplayer->mo->Inventory; in; in = in->Inventory)
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{
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// Need special handling for light amplifiers
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if (in->IsKindOf(torchtype))
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{
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FullbrightFlags = Fullbright;
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if (gl_enhanced_nv_stealth > 1) FullbrightFlags |= StealthVision;
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}
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else if (in->IsKindOf(litetype))
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{
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FullbrightFlags = Fullbright;
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if (gl_enhanced_nightvision) FullbrightFlags |= Nightvision;
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if (gl_enhanced_nv_stealth > 0) FullbrightFlags |= StealthVision;
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}
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}
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}
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return cm;
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}
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else
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{
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return CM_DEFAULT;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// R_FrustumAngle
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//
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//-----------------------------------------------------------------------------
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angle_t HWDrawInfo::FrustumAngle()
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{
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float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees());
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// If the pitch is larger than this you can look all around at a FOV of 90°
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if (tilt > 46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees() * 48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
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angle_t a1 = DAngle::fromDeg(floatangle).BAMs();
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if (a1 >= ANGLE_180) return 0xffffffff;
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the modelview matrix
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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float mult = mirror ? -1.f : 1.f;
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float planemult = planemirror ? -Level->info->pixelstretch : Level->info->pixelstretch;
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees(), 0.0f, 0.0f, 1.0f);
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VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees(), 1.0f, 0.0f, 0.0f);
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VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees(), 0.0f, mult, 0.0f);
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VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
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VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
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}
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//-----------------------------------------------------------------------------
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//
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// SetupView
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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auto &vp = Viewpoint;
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vp.SetViewAngle(r_viewwindow);
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SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
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SetCameraPos(vp.Pos);
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VPUniforms.CalcDependencies();
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vpIndex = state.SetViewpoint(VPUniforms);
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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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HWPortal * HWDrawInfo::FindPortal(const void * src)
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{
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int i = Portals.Size() - 1;
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while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
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return i >= 0 ? Portals[i] : nullptr;
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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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HWDecal *HWDrawInfo::AddDecal(bool onmirror)
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{
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auto decal = (HWDecal*)drawctx->RenderDataAllocator.Alloc(sizeof(HWDecal));
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Decals[onmirror ? 1 : 0].Push(decal);
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return decal;
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}
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//-----------------------------------------------------------------------------
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//
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// CreateScene
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//
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// creates the draw lists for the current scene
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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{
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const auto &vp = Viewpoint;
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angle_t a1 = FrustumAngle();
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mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
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// reset the portal manager
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drawctx->portalState.StartFrame();
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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if (gl_levelmesh)
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{
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// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
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viewx = FLOAT2FIXED(Viewpoint.Pos.X);
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viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
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validcount++; // used for processing sidedefs only once by the renderer.
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auto& wallPortals = static_cast<DoomLevelSubmesh*>(level.levelMesh->StaticMesh.get())->WallPortals;
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// draw level into depth buffer
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state.SetColorMask(false);
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state.SetCulling(Cull_CW);
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state.DrawLevelMeshDepthPass();
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// use occlusion queries on all portals in level to decide which are visible
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int queryStart = state.GetNextQueryIndex();
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state.SetDepthMask(false);
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state.EnableTexture(false);
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state.SetEffect(EFF_FOGBOUNDARY);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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for (HWWall& wall : wallPortals)
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{
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state.BeginQuery();
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wall.MakeVertices(state, false);
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wall.RenderWall(state, HWWall::RWF_BLANK);
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wall.vertcount = 0;
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state.EndQuery();
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}
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state.SetEffect(EFF_NONE);
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state.EnableTexture(true);
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state.SetColorMask(true);
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state.SetDepthMask(true);
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int queryEnd = state.GetNextQueryIndex();
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// draw opaque level so the GPU has something to do while we examine the query results
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state.DrawLevelMeshOpaquePass();
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state.SetCulling(Cull_None);
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// retrieve the query results and use them to fill the portal manager with portals
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state.GetQueryResults(queryStart, queryEnd - queryStart, QueryResultsBuffer);
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for (unsigned int i = 0, count = QueryResultsBuffer.Size(); i < count; i++)
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{
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bool portalVisible = QueryResultsBuffer[i];
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if (portalVisible)
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{
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PutWallPortal(wallPortals[i], state);
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}
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}
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// Draw sprites
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auto it = level.GetThinkerIterator<AActor>();
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AActor* thing;
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while ((thing = it.Next()) != nullptr)
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{
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HWSprite sprite;
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if (R_ShouldDrawSpriteShadow(thing))
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{
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double dist = (thing->Pos() - vp.Pos).LengthSquared();
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double check = r_actorspriteshadowdist;
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if (dist <= check * check)
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{
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sprite.Process(this, state, thing, thing->Sector, in_area, false, true);
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}
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}
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sprite.Process(this, state, thing, thing->Sector, in_area, false);
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}
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// Process all the sprites on the current portal's back side which touch the portal.
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if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this, state);
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if (drawpsprites)
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PreparePlayerSprites(Viewpoint.sector, in_area, state);
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}
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else
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{
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RenderBSP(Level->HeadNode(), drawpsprites, state);
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}
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// And now the crappy hacks that have to be done to avoid rendering anomalies.
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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HandleMissingTextures(in_area, state); // Missing upper/lower textures
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HandleHackedSubsectors(state); // open sector hacks for deep water
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PrepareUnhandledMissingTextures(state);
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DispatchRenderHacks(state);
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// Sort fogballs by view order
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FVector3 campos(vp.Pos);
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std::sort(Fogballs.begin(), Fogballs.end(), [&](const Fogball& a, const Fogball& b) -> bool {
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FVector3 rayA = a.Position - campos;
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FVector3 rayB = b.Position - campos;
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float distSqrA = rayA | rayA;
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float distSqrB = rayB | rayB;
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return distSqrA > distSqrB;
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});
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ProcessAll.Unclock();
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}
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void HWDrawInfo::PutWallPortal(HWWall wall, FRenderState& state)
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{
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HWWallDispatcher ddi(this);
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int portaltype = wall.portaltype;
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|
int portalplane = wall.portalplane;
|
|
|
|
HWSkyInfo skyinfo;
|
|
if (portaltype == PORTALTYPE_SKY)
|
|
{
|
|
skyinfo.init(this, wall.frontsector->sky, wall.Colormap.FadeColor);
|
|
wall.sky = &skyinfo;
|
|
}
|
|
else if (portaltype == PORTALTYPE_SECTORSTACK)
|
|
{
|
|
if (screen->instack[1 - portalplane])
|
|
return;
|
|
}
|
|
else if (portaltype == PORTALTYPE_PLANEMIRROR)
|
|
{
|
|
auto vpz = Viewpoint.Pos.Z;
|
|
if ((portalplane == sector_t::ceiling && vpz > wall.frontsector->ceilingplane.fD()) || (portalplane == sector_t::floor && vpz < -wall.frontsector->floorplane.fD()))
|
|
return;
|
|
wall.planemirror = (portalplane == sector_t::ceiling) ? &wall.frontsector->ceilingplane : &wall.frontsector->floorplane;
|
|
}
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
|
|
void HWDrawInfo::UpdateLightmaps()
|
|
{
|
|
if (!outer && VisibleSurfaces.Size() < unsigned(lm_background_updates))
|
|
{
|
|
for (auto& e : static_cast<DoomLevelSubmesh*>(level.levelMesh->StaticMesh.get())->Surfaces)
|
|
{
|
|
if (e.NeedsUpdate && !e.IsSky && !e.PortalIndex)
|
|
{
|
|
VisibleSurfaces.Push(&e);
|
|
|
|
if (VisibleSurfaces.Size() >= unsigned(lm_background_updates))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
screen->UpdateLightmaps(VisibleSurfaces);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderScene
|
|
//
|
|
// Draws the current draw lists for the non GLSL renderer
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderScene(FRenderState &state)
|
|
{
|
|
const auto &vp = Viewpoint;
|
|
RenderAll.Clock();
|
|
|
|
UpdateLightmaps();
|
|
|
|
state.SetLightMode((int)lightmode);
|
|
|
|
state.SetDepthMask(true);
|
|
|
|
state.EnableFog(true);
|
|
state.SetRenderStyle(STYLE_Source);
|
|
|
|
if (gl_sort_textures)
|
|
{
|
|
drawlists[GLDL_PLAINWALLS].SortWalls();
|
|
drawlists[GLDL_PLAINFLATS].SortFlats();
|
|
drawlists[GLDL_MASKEDWALLS].SortWalls();
|
|
drawlists[GLDL_MASKEDFLATS].SortFlats();
|
|
drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
|
|
}
|
|
|
|
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
|
state.SetDepthFunc(DF_Less);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.ClearDepthBias();
|
|
|
|
state.EnableTexture(gl_texture);
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
|
|
drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
|
|
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
|
|
if (drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
|
|
{
|
|
state.SetDepthBias(-1, -128);
|
|
drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(this, state, false);
|
|
state.ClearDepthBias();
|
|
}
|
|
|
|
drawlists[GLDL_MODELS].Draw(this, state, false);
|
|
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
// Part 4: Draw decals (not a real pass)
|
|
state.SetDepthFunc(DF_LEqual);
|
|
DrawDecals(state, Decals[0]);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderTranslucent(FRenderState &state)
|
|
{
|
|
RenderAll.Clock();
|
|
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
|
|
state.SetDepthMask(false);
|
|
|
|
drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
|
|
state.EnableBrightmap(false);
|
|
|
|
|
|
state.AlphaFunc(Alpha_GEqual, 0.5f);
|
|
state.SetDepthMask(true);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
|
|
{
|
|
auto gp = static_cast<HWPortal *>(p);
|
|
gp->SetupStencil(this, state, usestencil);
|
|
auto new_di = StartDrawInfo(drawctx, this->Level, this, Viewpoint, &VPUniforms);
|
|
new_di->mCurrentPortal = gp;
|
|
state.SetLightIndex(-1);
|
|
gp->DrawContents(new_di, state);
|
|
new_di->EndDrawInfo();
|
|
state.SetFlatVertexBuffer();
|
|
state.SetViewpoint(vpIndex);
|
|
gp->RemoveStencil(this, state, usestencil);
|
|
|
|
}
|
|
|
|
void HWDrawInfo::DrawCorona(FRenderState& state, AActor* corona, float coronaFade, double dist)
|
|
{
|
|
spriteframe_t* sprframe = &SpriteFrames[sprites[corona->sprite].spriteframes + (size_t)corona->SpawnState->GetFrame()];
|
|
FTextureID patch = sprframe->Texture[0];
|
|
if (!patch.isValid()) return;
|
|
auto tex = TexMan.GetGameTexture(patch, false);
|
|
if (!tex || !tex->isValid()) return;
|
|
|
|
// Project the corona sprite center
|
|
FVector4 worldPos((float)corona->X(), (float)corona->Z(), (float)corona->Y(), 1.0f);
|
|
FVector4 viewPos, clipPos;
|
|
VPUniforms.mViewMatrix.multMatrixPoint(&worldPos[0], &viewPos[0]);
|
|
VPUniforms.mProjectionMatrix.multMatrixPoint(&viewPos[0], &clipPos[0]);
|
|
if (clipPos.W < -1.0f) return; // clip z nearest
|
|
float halfViewportWidth = screen->GetWidth() * 0.5f;
|
|
float halfViewportHeight = screen->GetHeight() * 0.5f;
|
|
float invW = 1.0f / clipPos.W;
|
|
float screenX = halfViewportWidth + clipPos.X * invW * halfViewportWidth;
|
|
float screenY = halfViewportHeight - clipPos.Y * invW * halfViewportHeight;
|
|
|
|
float alpha = coronaFade * float(corona->Alpha);
|
|
|
|
// distance-based fade - looks better IMO
|
|
float distNearFadeStart = float(corona->RenderRadius()) * 0.1f;
|
|
float distFarFadeStart = float(corona->RenderRadius()) * 0.5f;
|
|
float distFade = 1.0f;
|
|
|
|
if (float(dist) < distNearFadeStart)
|
|
distFade -= abs(((float(dist) - distNearFadeStart) / distNearFadeStart));
|
|
else if (float(dist) >= distFarFadeStart)
|
|
distFade -= (float(dist) - distFarFadeStart) / distFarFadeStart;
|
|
|
|
alpha *= distFade;
|
|
|
|
state.SetColorAlpha(0xffffff, alpha, 0);
|
|
if (isSoftwareLighting(lightmode)) state.SetSoftLightLevel(255);
|
|
else state.SetNoSoftLightLevel();
|
|
|
|
state.SetLightIndex(-1);
|
|
state.SetRenderStyle(corona->RenderStyle);
|
|
state.SetTextureMode(corona->RenderStyle);
|
|
|
|
state.SetMaterial(tex, UF_Sprite, CTF_Expand, CLAMP_XY_NOMIP, 0, 0);
|
|
|
|
float scale = screen->GetHeight() / 1000.0f;
|
|
float tileWidth = corona->Scale.X * tex->GetDisplayWidth() * scale;
|
|
float tileHeight = corona->Scale.Y * tex->GetDisplayHeight() * scale;
|
|
float x0 = screenX - tileWidth, y0 = screenY - tileHeight;
|
|
float x1 = screenX + tileWidth, y1 = screenY + tileHeight;
|
|
|
|
float u0 = 0.0f, v0 = 0.0f;
|
|
float u1 = 1.0f, v1 = 1.0f;
|
|
|
|
auto vert = state.AllocVertices(4);
|
|
auto vp = vert.first;
|
|
unsigned int vertexindex = vert.second;
|
|
|
|
vp[0].Set(x0, y0, 1.0f, u0, v0);
|
|
vp[1].Set(x1, y0, 1.0f, u1, v0);
|
|
vp[2].Set(x0, y1, 1.0f, u0, v1);
|
|
vp[3].Set(x1, y1, 1.0f, u1, v1);
|
|
|
|
state.Draw(DT_TriangleStrip, vertexindex, 4);
|
|
}
|
|
|
|
static ETraceStatus CheckForViewpointActor(FTraceResults& res, void* userdata)
|
|
{
|
|
FRenderViewpoint* data = (FRenderViewpoint*)userdata;
|
|
if (res.HitType == TRACE_HitActor && res.Actor && res.Actor == data->ViewActor)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
|
|
return TRACE_Stop;
|
|
}
|
|
|
|
|
|
void HWDrawInfo::DrawCoronas(FRenderState& state)
|
|
{
|
|
state.EnableDepthTest(false);
|
|
state.SetDepthMask(false);
|
|
|
|
HWViewpointUniforms vp = VPUniforms;
|
|
vp.mViewMatrix.loadIdentity();
|
|
vp.mProjectionMatrix = VRMode::GetVRMode(true)->GetHUDSpriteProjection();
|
|
state.SetViewpoint(vp);
|
|
|
|
float timeElapsed = (screen->FrameTime - LastFrameTime) / 1000.0f;
|
|
LastFrameTime = screen->FrameTime;
|
|
|
|
for (AActor* corona : Coronas)
|
|
{
|
|
auto& coronaFade = corona->specialf1;
|
|
auto cPos = corona->Vec3Offset(0., 0., corona->Height * 0.5);
|
|
DVector3 direction = Viewpoint.Pos - cPos;
|
|
double dist = direction.Length();
|
|
|
|
// skip coronas that are too far
|
|
if (dist > corona->RenderRadius())
|
|
continue;
|
|
|
|
static const float fadeSpeed = 9.0f;
|
|
|
|
direction.MakeUnit();
|
|
FTraceResults results;
|
|
if (!Trace(cPos, corona->Sector, direction, dist, MF_SOLID, ML_BLOCKEVERYTHING, corona, results, 0, CheckForViewpointActor, &Viewpoint))
|
|
{
|
|
coronaFade = std::min(coronaFade + timeElapsed * fadeSpeed, 1.0);
|
|
}
|
|
else
|
|
{
|
|
coronaFade = std::max(coronaFade - timeElapsed * fadeSpeed, 0.0);
|
|
}
|
|
|
|
if (coronaFade > 0.0f)
|
|
DrawCorona(state, corona, (float)coronaFade, dist);
|
|
}
|
|
|
|
state.SetTextureMode(TM_NORMAL);
|
|
state.SetViewpoint(vpIndex);
|
|
state.EnableDepthTest(true);
|
|
state.SetDepthMask(true);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Draws player sprites and color blend
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
void HWDrawInfo::EndDrawScene(sector_t * viewsector, FRenderState &state)
|
|
{
|
|
state.EnableFog(false);
|
|
|
|
if (gl_coronas && Coronas.Size() > 0)
|
|
{
|
|
DrawCoronas(state);
|
|
}
|
|
|
|
// [BB] HUD models need to be rendered here.
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
if (renderHUDModel)
|
|
{
|
|
// [BB] The HUD model should be drawn over everything else already drawn.
|
|
state.Clear(CT_Depth);
|
|
DrawPlayerSprites(true, state);
|
|
}
|
|
|
|
state.EnableStencil(false);
|
|
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
void HWDrawInfo::DrawEndScene2D(sector_t * viewsector, FRenderState &state)
|
|
{
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
auto vrmode = VRMode::GetVRMode(true);
|
|
|
|
HWViewpointUniforms vp = VPUniforms;
|
|
vp.mViewMatrix.loadIdentity();
|
|
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
|
|
state.SetViewpoint(vp);
|
|
state.EnableDepthTest(false);
|
|
|
|
DrawPlayerSprites(false, state);
|
|
|
|
state.SetNoSoftLightLevel();
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// sets 3D viewport and initial state
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::Set3DViewport(FRenderState &state)
|
|
{
|
|
// Always clear all buffers with scissor test disabled.
|
|
// This is faster on newer hardware because it allows the GPU to skip
|
|
// reading from slower memory where the full buffers are stored.
|
|
state.SetScissor(0, 0, -1, -1);
|
|
state.Clear(CT_Color | CT_Depth | CT_Stencil);
|
|
|
|
const auto &bounds = screen->mSceneViewport;
|
|
state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.EnableDepthTest(true);
|
|
state.EnableStencil(true);
|
|
state.SetStencil(0, SOP_Keep, SF_AllOn);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// gl_drawscene - this function renders the scene from the current
|
|
// viewpoint, including mirrors and skyboxes and other portals
|
|
// It is assumed that the HWPortal::EndFrame returns with the
|
|
// stencil, z-buffer and the projection matrix intact!
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
|
|
{
|
|
static int recursion = 0;
|
|
static int ssao_portals_available = 0;
|
|
const auto& vp = Viewpoint;
|
|
|
|
bool applySSAO = false;
|
|
if (drawmode == DM_MAINVIEW)
|
|
{
|
|
ssao_portals_available = gl_ssao_portals;
|
|
applySSAO = true;
|
|
}
|
|
else if (drawmode == DM_OFFSCREEN)
|
|
{
|
|
ssao_portals_available = 0;
|
|
}
|
|
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
|
|
{
|
|
applySSAO = (mCurrentPortal->AllowSSAO() || Level->flags3&LEVEL3_SKYBOXAO);
|
|
ssao_portals_available--;
|
|
}
|
|
|
|
if (vp.camera != nullptr)
|
|
{
|
|
ActorRenderFlags savedflags = vp.camera->renderflags;
|
|
CreateScene(drawmode == DM_MAINVIEW, state);
|
|
vp.camera->renderflags = savedflags;
|
|
}
|
|
else
|
|
{
|
|
CreateScene(false, state);
|
|
}
|
|
|
|
if (!outer) // Fogballs have no portal support. Always use the outermost scene's fogballs for now
|
|
{
|
|
int fogballIndex = state.UploadFogballs(Fogballs);
|
|
state.SetFogballIndex(fogballIndex);
|
|
}
|
|
|
|
state.SetDepthMask(true);
|
|
if (!gl_no_skyclear && !gl_levelmesh) drawctx->portalState.RenderFirstSkyPortal(recursion, this, state);
|
|
|
|
RenderScene(state);
|
|
|
|
if (applySSAO && state.GetPassType() == GBUFFER_PASS)
|
|
{
|
|
screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
|
|
state.SetViewpoint(vpIndex);
|
|
}
|
|
|
|
// Handle all portals after rendering the opaque objects but before
|
|
// doing all translucent stuff
|
|
recursion++;
|
|
drawctx->portalState.EndFrame(this, state);
|
|
recursion--;
|
|
|
|
RenderTranslucent(state);
|
|
|
|
if (!outer)
|
|
{
|
|
state.SetFogballIndex(-1);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_RenderView - renders one view - either the screen or a camera texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::ProcessScene(bool toscreen, FRenderState& state)
|
|
{
|
|
drawctx->portalState.BeginScene();
|
|
|
|
int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
|
|
CurrentMapSections.Set(mapsection);
|
|
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, state);
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
|
|
{
|
|
auto portal = FindPortal(ptg);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSectorStackPortal(&drawctx->portalState, ptg);
|
|
Portals.Push(portal);
|
|
}
|
|
auto ptl = static_cast<HWSectorStackPortal*>(portal);
|
|
ptl->AddSubsector(sub);
|
|
}
|
|
|