void FSoftwareRenderer::ErrorCleanup () { fakeActive = 0; fake3D = 0; while (CurrentSkybox) { R_3D_DeleteHeights(); R_3D_LeaveSkybox(); } R_3D_ResetClip(); R_3D_DeleteHeights(); }
void R_DrawPortals () { static TArray<size_t> interestingStack; static TArray<ptrdiff_t> drawsegStack; static TArray<ptrdiff_t> visspriteStack; static TArray<DVector3> viewposStack; static TArray<visplane_t *> visplaneStack; numskyboxes = 0; if (visplanes[MAXVISPLANES] == NULL) return; R_3D_EnterSkybox(); CurrentPortalInSkybox = true; int savedextralight = extralight; DVector3 savedpos = ViewPos; DAngle savedangle = ViewAngle; ptrdiff_t savedvissprite_p = vissprite_p - vissprites; ptrdiff_t savedds_p = ds_p - drawsegs; ptrdiff_t savedlastopening = lastopening; size_t savedinteresting = FirstInterestingDrawseg; double savedvisibility = R_GetVisibility(); AActor *savedcamera = camera; sector_t *savedsector = viewsector; int i; visplane_t *pl; for (pl = visplanes[MAXVISPLANES]; pl != NULL; pl = visplanes[MAXVISPLANES]) { // Pop the visplane off the list now so that if this skybox adds more // skyboxes to the list, they will be drawn instead of skipped (because // new skyboxes go to the beginning of the list instead of the end). visplanes[MAXVISPLANES] = pl->next; pl->next = NULL; if (pl->right < pl->left || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES || pl->portal == NULL) { R_DrawSinglePlane (pl, OPAQUE, false, false); *freehead = pl; freehead = &pl->next; continue; } numskyboxes++; FSectorPortal *port = pl->portal; switch (port->mType) { case PORTS_SKYVIEWPOINT: { // Don't let gun flashes brighten the sky box ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(port->mSkybox); extralight = 0; R_SetVisibility(sky->args[0] * 0.25f); ViewPos = sky->InterpolatedPosition(r_TicFracF); ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF); R_CopyStackedViewParameters(); break; } case PORTS_STACKEDSECTORTHING: case PORTS_PORTAL: case PORTS_LINKEDPORTAL: extralight = pl->extralight; R_SetVisibility (pl->visibility); ViewPos.X = pl->viewpos.X + port->mDisplacement.X; ViewPos.Y = pl->viewpos.Y + port->mDisplacement.Y; ViewPos.Z = pl->viewpos.Z; ViewAngle = pl->viewangle; break; case PORTS_HORIZON: case PORTS_PLANE: // not implemented yet default: R_DrawSinglePlane(pl, OPAQUE, false, false); *freehead = pl; freehead = &pl->next; numskyboxes--; continue; } port->mFlags |= PORTSF_INSKYBOX; if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags |= PORTSF_INSKYBOX; camera = NULL; viewsector = port->mDestination; assert(viewsector != NULL); R_SetViewAngle (); validcount++; // Make sure we see all sprites R_ClearPlanes (false); R_ClearClipSegs (pl->left, pl->right); WindowLeft = pl->left; WindowRight = pl->right; for (i = pl->left; i < pl->right; i++) { if (pl->top[i] == 0x7fff) { ceilingclip[i] = viewheight; floorclip[i] = -1; } else { ceilingclip[i] = pl->top[i]; floorclip[i] = pl->bottom[i]; } } // Create a drawseg to clip sprites to the sky plane R_CheckDrawSegs (); ds_p->CurrentPortalUniq = CurrentPortalUniq; ds_p->siz1 = INT_MAX; ds_p->siz2 = INT_MAX; ds_p->sz1 = 0; ds_p->sz2 = 0; ds_p->x1 = pl->left; ds_p->x2 = pl->right; ds_p->silhouette = SIL_BOTH; ds_p->sprbottomclip = R_NewOpening (pl->right - pl->left); ds_p->sprtopclip = R_NewOpening (pl->right - pl->left); ds_p->maskedtexturecol = ds_p->swall = -1; ds_p->bFogBoundary = false; ds_p->curline = NULL; ds_p->fake = 0; memcpy (openings + ds_p->sprbottomclip, floorclip + pl->left, (pl->right - pl->left)*sizeof(short)); memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left)*sizeof(short)); firstvissprite = vissprite_p; firstdrawseg = ds_p++; FirstInterestingDrawseg = InterestingDrawsegs.Size(); interestingStack.Push (FirstInterestingDrawseg); ptrdiff_t diffnum = firstdrawseg - drawsegs; drawsegStack.Push (diffnum); diffnum = firstvissprite - vissprites; visspriteStack.Push (diffnum); viewposStack.Push(ViewPos); visplaneStack.Push (pl); InSubsector = NULL; R_RenderBSPNode (nodes + numnodes - 1); R_3D_ResetClip(); // reset clips (floor/ceiling) R_DrawPlanes (); port->mFlags &= ~PORTSF_INSKYBOX; if (port->mPartner > 0) sectorPortals[port->mPartner].mFlags &= ~PORTSF_INSKYBOX; } // Draw all the masked textures in a second pass, in the reverse order they // were added. This must be done separately from the previous step for the // sake of nested skyboxes. while (interestingStack.Pop (FirstInterestingDrawseg)) { ptrdiff_t pd = 0; drawsegStack.Pop (pd); firstdrawseg = drawsegs + pd; visspriteStack.Pop (pd); firstvissprite = vissprites + pd; // Masked textures and planes need the view coordinates restored for proper positioning. viewposStack.Pop(ViewPos); R_DrawMasked (); ds_p = firstdrawseg; vissprite_p = firstvissprite; visplaneStack.Pop (pl); if (pl->Alpha > 0 && pl->picnum != skyflatnum) { R_DrawSinglePlane (pl, pl->Alpha, pl->Additive, true); } *freehead = pl; freehead = &pl->next; } firstvissprite = vissprites; vissprite_p = vissprites + savedvissprite_p; firstdrawseg = drawsegs; ds_p = drawsegs + savedds_p; InterestingDrawsegs.Resize ((unsigned int)FirstInterestingDrawseg); FirstInterestingDrawseg = savedinteresting; lastopening = savedlastopening; camera = savedcamera; viewsector = savedsector; ViewPos = savedpos; R_SetVisibility(savedvisibility); extralight = savedextralight; ViewAngle = savedangle; R_SetViewAngle (); CurrentPortalInSkybox = false; R_3D_LeaveSkybox(); if(fakeActive) return; for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; ) freehead = &(*freehead)->next; }