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