Fix portal disappearance when teleporting
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d0ecf09b06
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@ -100,6 +100,7 @@ void game::Entity::Move(glm::vec3& velocity, float dt)
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if (sd < 0.0f)
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{
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std::swap(occu_, other_occu_); // Swap occurrences
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touching_portal_ = touching_portal_->link; // Switch to the linked portal
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}
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}
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@ -172,8 +172,34 @@ void gfx::Renderer::DrawPortal(const DrawSectorParams& params, const game::Porta
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return; // Eye is behind the portal plane, skip
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}
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const game::Portal& other_portal = *portal.link;
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glm::mat4 portal_mesh_trans = portal.trans;
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glm::vec4 new_clip_plane = other_portal.plane;
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glm::vec3 portal_verts[4] = {
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portal.verts[0],
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portal.verts[1],
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portal.verts[2],
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portal.verts[3]
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};
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if (eye_plane_sd < min_portal_distance_)
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{
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float how_much_shift = min_portal_distance_ - eye_plane_sd;
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portal_mesh_trans = glm::translate(portal_mesh_trans,
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glm::vec3(0.0f, how_much_shift, 0.0f)); // Shift portal mesh to avoid clipping
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new_clip_plane.w += how_much_shift; // Shift the clip plane as well
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for (size_t i = 0; i < 4; ++i)
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{
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portal_verts[i] -= glm::vec3(portal.plane) * how_much_shift; // Shift portal vertices
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}
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}
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collision::AABB2 portal_aabb;
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if (!ComputePortalScreenAABB(portal, params.view_proj, portal_aabb))
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if (!ComputeQuadScreenAABB(portal_verts, params.view_proj, portal_aabb))
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{
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return; // Portal is fully behind the camera, skip
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}
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@ -183,21 +209,9 @@ void gfx::Renderer::DrawPortal(const DrawSectorParams& params, const game::Porta
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return; // Portal AABB does not intersect with the screen AABB, skip
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}
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const game::Portal& other_portal = *portal.link;
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const game::Sector& other_sector = *other_portal.sector;
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glm::mat4 portal_mesh_trans = portal.trans;
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glm::vec4 new_clip_plane = other_portal.plane;
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if (eye_plane_sd < min_portal_distance_)
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{
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float how_much_shift = min_portal_distance_ - eye_plane_sd;
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portal_mesh_trans = glm::translate(portal_mesh_trans,
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glm::vec3(0.0f, how_much_shift, 0.0f)); // Shift portal mesh to avoid clipping
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new_clip_plane.w += how_much_shift; // Shift the clip plane as well
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}
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// Open portal
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@ -236,14 +250,14 @@ void gfx::Renderer::DrawPortal(const DrawSectorParams& params, const game::Porta
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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bool gfx::Renderer::ComputePortalScreenAABB(const game::Portal& portal, const glm::mat4 view_proj, collision::AABB2& aabb)
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bool gfx::Renderer::ComputeQuadScreenAABB(const glm::vec3* verts, const glm::mat4 view_proj, collision::AABB2& aabb)
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{
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size_t num_behind = 0;
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glm::vec4 clip[4];
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for (size_t i = 0; i < 4; ++i)
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{
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glm::vec4 vert = glm::vec4(portal.verts[i], 1.0f);
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glm::vec4 vert = glm::vec4(verts[i], 1.0f);
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clip[i] = view_proj * vert;
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if (clip[i].w <= 0.0f)
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@ -53,7 +53,7 @@ namespace gfx
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void DrawSector(const DrawSectorParams& params);
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void DrawPortal(const DrawSectorParams& params, const game::Portal& portal);
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static bool ComputePortalScreenAABB(const game::Portal& portal, const glm::mat4 view_proj, collision::AABB2& aabb);
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static bool ComputeQuadScreenAABB(const glm::vec3* verts, const glm::mat4 view_proj, collision::AABB2& aabb);
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void DrawPortalPlane(const DrawSectorParams& params, const game::Portal& portal, const glm::mat4& trans, bool clear_depth);
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};
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