vkdoom_m/src/polyrenderer/scene/poly_portal.cpp
2018-06-19 17:44:11 +02:00

258 lines
8 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "p_maputl.h"
#include "sbar.h"
#include "g_levellocals.h"
#include "r_data/r_translate.h"
#include "poly_portal.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/scene/poly_scene.h"
/////////////////////////////////////////////////////////////////////////////
PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling)
{
StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
}
void PolyDrawSectorPortal::Render(int portalDepth)
{
if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE)
return;
/*angle_t angle1 = PolyCull::PointToPseudoAngle(v1->fX(), v1->fY());
angle_t angle2 = PolyCull::PointToPseudoAngle(v2->fX(), v2->fY());
Segments.clear();
Segments.push_back({ angle1, angle2 });*/
SaveGlobals();
PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix();
PortalViewpoint.StencilValue = StencilValue;
PortalViewpoint.PortalDepth = portalDepth;
PortalViewpoint.PortalEnterSector = Portal->mDestination;
PolyRenderer::Instance()->Scene.Render(&PortalViewpoint);
RestoreGlobals();
}
void PolyDrawSectorPortal::SaveGlobals()
{
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
SavedViewpoint = viewpoint;
SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
if (Portal->mType == PORTS_SKYVIEWPOINT)
{
// Don't let gun flashes brighten the sky box
AActor *sky = Portal->mSkybox;
viewpoint.extralight = 0;
//PolyRenderer::Instance()->Light.SetVisibility(sky->args[0] * 0.25f);
viewpoint.Pos = sky->InterpolatedPosition(viewpoint.TicFrac);
viewpoint.Angles.Yaw = SavedViewpoint.Angles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
}
else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL)
{
//extralight = pl->extralight;
//SetVisibility(pl->visibility);
viewpoint.Pos.X += Portal->mDisplacement.X;
viewpoint.Pos.Y += Portal->mDisplacement.Y;
}
viewpoint.camera = nullptr;
viewpoint.sector = Portal->mDestination;
viewpoint.SetViewAngle(viewwindow);
Portal->mFlags |= PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
}
void PolyDrawSectorPortal::RestoreGlobals()
{
Portal->mFlags &= ~PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX;
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
viewpoint = SavedViewpoint;
if (viewpoint.camera)
{
if (SavedInvisibility)
viewpoint.camera->renderflags |= RF_INVISIBLE;
else
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
}
//PolyRenderer::Instance()->Light.SetVisibility(savedvisibility);
viewpoint.SetViewAngle(viewwindow);
}
/////////////////////////////////////////////////////////////////////////////
PolyDrawLinePortal::PolyDrawLinePortal(FLinePortal *portal) : Portal(portal)
{
StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
}
PolyDrawLinePortal::PolyDrawLinePortal(line_t *mirror) : Mirror(mirror)
{
StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
}
void PolyDrawLinePortal::Render(int portalDepth)
{
SaveGlobals();
// Find portal destination line and make sure it faces the right way
line_t *clipLine = Portal ? Portal->mDestination : Mirror;
DVector2 pt1 = clipLine->v1->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
DVector2 pt2 = clipLine->v2->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
bool backfacing = (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0);
PortalViewpoint = PolyRenderer::Instance()->SetupPerspectiveMatrix(Mirror != nullptr);
PortalViewpoint.StencilValue = StencilValue;
PortalViewpoint.PortalDepth = portalDepth;
PortalViewpoint.PortalEnterLine = clipLine;
PortalViewpoint.PortalEnterSector = backfacing ? clipLine->frontsector : clipLine->backsector;
PolyRenderer::Instance()->Scene.Render(&PortalViewpoint);
RestoreGlobals();
}
void PolyDrawLinePortal::SaveGlobals()
{
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
SavedViewpoint = viewpoint;
SavedInvisibility = viewpoint.camera ? (viewpoint.camera->renderflags & RF_INVISIBLE) == RF_INVISIBLE : false;
if (Mirror)
{
DAngle startang = viewpoint.Angles.Yaw;
DVector3 startpos = viewpoint.Pos;
vertex_t *v1 = Mirror->v1;
// Reflect the current view behind the mirror.
if (Mirror->Delta().X == 0)
{ // vertical mirror
viewpoint.Pos.X = v1->fX() - startpos.X + v1->fX();
}
else if (Mirror->Delta().Y == 0)
{ // horizontal mirror
viewpoint.Pos.Y = v1->fY() - startpos.Y + v1->fY();
}
else
{ // any mirror
vertex_t *v2 = Mirror->v2;
double dx = v2->fX() - v1->fX();
double dy = v2->fY() - v1->fY();
double x1 = v1->fX();
double y1 = v1->fY();
double x = startpos.X;
double y = startpos.Y;
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
viewpoint.Pos.X = (x1 + r * dx) * 2 - x;
viewpoint.Pos.Y = (y1 + r * dy) * 2 - y;
}
viewpoint.Angles.Yaw = Mirror->Delta().Angle() * 2 - startang;
if (viewpoint.camera)
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
}
else
{
auto src = Portal->mOrigin;
auto dst = Portal->mDestination;
P_TranslatePortalXY(src, viewpoint.Pos.X, viewpoint.Pos.Y);
P_TranslatePortalZ(src, viewpoint.Pos.Z);
P_TranslatePortalAngle(src, viewpoint.Angles.Yaw);
P_TranslatePortalXY(src, viewpoint.Path[0].X, viewpoint.Path[0].Y);
P_TranslatePortalXY(src, viewpoint.Path[1].X, viewpoint.Path[1].Y);
if (viewpoint.camera && !viewpoint.showviewer)
viewpoint.camera->renderflags |= RF_INVISIBLE;
/* What is this code trying to do?
if (viewpoint.camera)
{
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
if (!viewpoint.showviewer && P_PointOnLineSidePrecise(viewpoint.Path[0], dst) != P_PointOnLineSidePrecise(viewpoint.Path[1], dst))
{
double distp = (viewpoint.Path[0] - viewpoint.Path[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (viewpoint.Pos - viewpoint.Path[0]).Length();
double dist2 = (viewpoint.Pos - viewpoint.Path[1]).Length();
if (dist1 + dist2 < distp + 1)
{
viewpoint.camera->renderflags |= RF_INVISIBLE;
}
}
}
}
*/
}
viewpoint.camera = nullptr;
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
viewpoint.SetViewAngle(viewwindow);
}
void PolyDrawLinePortal::RestoreGlobals()
{
auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
viewpoint = SavedViewpoint;
if (viewpoint.camera)
{
if (SavedInvisibility)
viewpoint.camera->renderflags |= RF_INVISIBLE;
else
viewpoint.camera->renderflags &= ~RF_INVISIBLE;
}
viewpoint.SetViewAngle(viewwindow);
}