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OpenGL: Polyobject Planes
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1ab29ba96a
commit
0c0ede6f18
1 changed files with 413 additions and 74 deletions
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@ -66,6 +66,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
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#ifdef SORTING
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void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
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void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
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#else
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static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector);
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@ -1695,6 +1697,8 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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// Isn't this just the most lovely mess
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if (!gr_curline->polyseg) // Don't do it for polyobjects
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{
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if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
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{
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fixed_t depthwallheight;
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@ -1770,6 +1774,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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}
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}
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}
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else
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{
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// Single sided line... Deal only with the middletexture (if one exists)
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@ -1809,11 +1814,14 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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}
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}
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if (!gr_curline->polyseg)
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{
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if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
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HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
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if (gr_frontsector->floorpic == skyflatnum)
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HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
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}
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}
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//Hurdler: 3d-floors test
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@ -2612,6 +2620,234 @@ static inline void HWR_AddPolyObjectSegs(void)
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Z_Free(pv1);
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Z_Free(gr_fakeline);
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}
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#ifdef POLYOBJECTS_PLANES
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static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, fixed_t fixedheight,
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FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector,
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UINT8 alpha, extracolormap_t *planecolormap)
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{
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float height; //constant y for all points on the convex flat polygon
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FOutVector *v3d;
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INT32 i;
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float flatxref,flatyref;
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float fflatsize;
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INT32 flatflag;
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size_t len;
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float scrollx = 0.0f, scrolly = 0.0f;
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angle_t angle = 0;
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FSurfaceInfo Surf;
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fixed_t tempxsow, tempytow;
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size_t nrPlaneVerts;
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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nrPlaneVerts = polysector->numVertices;
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height = FIXED_TO_FLOAT(fixedheight);
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if (nrPlaneVerts < 3) //not even a triangle ?
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return;
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if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size
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{
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CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX);
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return;
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}
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// Allocate plane-vertex buffer if we need to
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if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
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{
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numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
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Z_Free(planeVerts);
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Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
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}
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len = W_LumpLength(lumpnum);
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switch (len)
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{
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case 4194304: // 2048x2048 lump
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fflatsize = 2048.0f;
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flatflag = 2047;
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break;
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case 1048576: // 1024x1024 lump
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fflatsize = 1024.0f;
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flatflag = 1023;
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break;
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case 262144:// 512x512 lump
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fflatsize = 512.0f;
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flatflag = 511;
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break;
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case 65536: // 256x256 lump
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fflatsize = 256.0f;
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flatflag = 255;
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break;
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case 16384: // 128x128 lump
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fflatsize = 128.0f;
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flatflag = 127;
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break;
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case 1024: // 32x32 lump
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fflatsize = 32.0f;
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flatflag = 31;
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break;
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default: // 64x64 lump
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fflatsize = 64.0f;
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flatflag = 63;
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break;
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}
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// reference point for flat texture coord for each vertex around the polygon
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flatxref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].x) & (~flatflag)) / fflatsize);
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flatyref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].y) & (~flatflag)) / fflatsize);
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// transform
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v3d = planeVerts;
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if (FOFsector != NULL)
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{
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if (fixedheight == FOFsector->floorheight) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
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angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
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}
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else // it's a ceiling
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
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angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
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}
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}
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else if (gr_frontsector)
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{
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if (fixedheight < dup_viewz) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
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angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
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}
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else // it's a ceiling
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{
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scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
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angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
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}
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}
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if (angle) // Only needs to be done if there's an altered angle
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{
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// This needs to be done so that it scrolls in a different direction after rotation like software
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tempxsow = FLOAT_TO_FIXED(scrollx);
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tempytow = FLOAT_TO_FIXED(scrolly);
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scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
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scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
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// This needs to be done so everything aligns after rotation
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// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
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tempxsow = FLOAT_TO_FIXED(flatxref);
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tempytow = FLOAT_TO_FIXED(flatyref);
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flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
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flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
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}
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for (i = 0; i < nrPlaneVerts; i++,v3d++)
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{
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// Hurdler: add scrolling texture on floor/ceiling
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v3d->sow = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatsize) - flatxref + scrollx); // Go from the polysector's original vertex locations
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v3d->tow = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatsize) + scrolly); // Means the flat is offset based on the original vertex locations
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// Need to rotate before translate
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if (angle) // Only needs to be done if there's an altered angle
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{
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tempxsow = FLOAT_TO_FIXED(v3d->sow);
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tempytow = FLOAT_TO_FIXED(v3d->tow);
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v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
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v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
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}
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v3d->x = FIXED_TO_FLOAT(polysector->lines[i]->v1->x);
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v3d->y = height;
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v3d->z = FIXED_TO_FLOAT(polysector->lines[i]->v1->y);
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}
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if (planecolormap)
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
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else
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
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if (blendmode & PF_Translucent)
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{
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Surf.FlatColor.s.alpha = (UINT8)alpha;
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blendmode |= PF_Modulated|PF_Occlude|PF_Clip;
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}
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else
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blendmode |= PF_Masked|PF_Modulated|PF_Clip;
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HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode);
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}
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static void HWR_AddPolyObjectPlanes(void)
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{
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size_t i;
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sector_t *polyobjsector;
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// Polyobject Planes need their own function for drawing because they don't have extrasubsectors by themselves
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// It should be okay because polyobjects should always be convex anyway
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for (i = 0; i < numpolys; i++)
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{
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polyobjsector = po_ptrs[i]->lines[0]->backsector; // the in-level polyobject sector
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if (!(po_ptrs[i]->flags & POF_RENDERPLANES)) // Only render planes when you should
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continue;
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if (po_ptrs[i]->translucency >= NUMTRANSMAPS)
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continue;
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if (polyobjsector->floorheight <= gr_frontsector->ceilingheight
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&& polyobjsector->floorheight >= gr_frontsector->floorheight
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&& (viewz < polyobjsector->floorheight))
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{
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if (po_ptrs[i]->translucency > 0)
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{
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FSurfaceInfo Surf;
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FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
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HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, po_ptrs[i], polyobjsector->floorheight,
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polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL);
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}
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else
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{
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HWR_GetFlat(levelflats[polyobjsector->floorpic].lumpnum);
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HWR_RenderPolyObjectPlane(po_ptrs[i], polyobjsector->floorheight, PF_Occlude,
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polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
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polyobjsector, 255, NULL);
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}
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}
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if (polyobjsector->ceilingheight >= gr_frontsector->floorheight
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&& polyobjsector->ceilingheight <= gr_frontsector->ceilingheight
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&& (viewz > polyobjsector->ceilingheight))
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{
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if (po_ptrs[i]->translucency > 0)
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{
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FSurfaceInfo Surf;
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FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
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HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, po_ptrs[i], polyobjsector->ceilingheight,
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polyobjsector->lightlevel, Surf.FlatColor.s.alpha, polyobjsector, blendmode, NULL);
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}
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else
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{
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HWR_GetFlat(levelflats[polyobjsector->ceilingpic].lumpnum);
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HWR_RenderPolyObjectPlane(po_ptrs[i], polyobjsector->ceilingheight, PF_Occlude,
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polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
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polyobjsector, 255, NULL);
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}
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}
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}
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}
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#endif
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#endif
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// -----------------+
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@ -2922,8 +3158,13 @@ static void HWR_Subsector(size_t num)
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// Draw polyobject lines.
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HWR_AddPolyObjectSegs();
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#ifdef POLYOBJECTS_PLANES
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if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
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{
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// Draw polyobject planes
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//HWR_AddPolyObjectPlanes();
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HWR_AddPolyObjectPlanes();
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}
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#endif
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}
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#endif
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@ -3804,6 +4045,22 @@ typedef struct
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static size_t numplanes = 0; // a list of transparent floors to be drawn
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static planeinfo_t *planeinfo = NULL;
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typedef struct
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{
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polyobj_t *polysector;
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fixed_t fixedheight;
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INT32 lightlevel;
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lumpnum_t lumpnum;
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INT32 alpha;
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sector_t *FOFSector;
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FBITFIELD blend;
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extracolormap_t *planecolormap;
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INT32 drawcount;
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} polyplaneinfo_t;
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static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn
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static polyplaneinfo_t *polyplaneinfo = NULL;
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#ifndef SORTING
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size_t numfloors = 0;
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#else
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@ -3813,6 +4070,7 @@ size_t numfloors = 0;
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typedef struct gr_drawnode_s
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{
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planeinfo_t *plane;
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polyplaneinfo_t *polyplane;
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wallinfo_t *wall;
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gr_vissprite_t *sprite;
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@ -3853,6 +4111,35 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub,
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numplanes++;
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}
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// Adding this for now until I can create extrasubsector info for polyobjects
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// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
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void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector,
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fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
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{
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static size_t allocedpolyplanes = 0;
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// Force realloc if buffer has been freed
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if (!polyplaneinfo)
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allocedpolyplanes = 0;
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if (allocedpolyplanes < numpolyplanes + 1)
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{
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allocedpolyplanes += MAX_TRANSPARENTFLOOR;
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Z_Realloc(polyplaneinfo, allocedpolyplanes * sizeof (*polyplaneinfo), PU_LEVEL, &polyplaneinfo);
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}
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polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
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polyplaneinfo[numpolyplanes].lightlevel = lightlevel;
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polyplaneinfo[numpolyplanes].lumpnum = lumpnum;
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polyplaneinfo[numpolyplanes].polysector = polysector;
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polyplaneinfo[numpolyplanes].alpha = alpha;
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polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
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polyplaneinfo[numpolyplanes].blend = blend;
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polyplaneinfo[numpolyplanes].planecolormap = planecolormap;
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polyplaneinfo[numpolyplanes].drawcount = drawcount++;
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numpolyplanes++;
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}
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//
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// HWR_CreateDrawNodes
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// Creates and sorts a list of drawnodes for the scene being rendered.
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@ -3865,12 +4152,13 @@ static void HWR_CreateDrawNodes(void)
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// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
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// Hell yes! But sort algorithm must be modified to use a linked list.
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gr_drawnode_t *sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
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+ (sizeof(polyplaneinfo_t)*numpolyplanes)
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+ (sizeof(wallinfo_t)*numwalls)
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,PU_STATIC, NULL);
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// todo:
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// However, in reality we shouldn't be re-copying and shifting all this information
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// that is already lying around. This should all be in some sort of linked list or lists.
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size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numwalls), PU_STATIC, NULL);
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size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
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// If true, swap the draw order.
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boolean shift = false;
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@ -3881,6 +4169,12 @@ static void HWR_CreateDrawNodes(void)
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sortindex[p] = p;
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}
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for (i = 0; i < numpolyplanes; i++, p++)
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{
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sortnode[p].polyplane = &polyplaneinfo[i];
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sortindex[p] = p;
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}
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for (i = 0; i < numwalls; i++, p++)
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{
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sortnode[p].wall = &wallinfo[i];
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@ -3916,6 +4210,12 @@ static void HWR_CreateDrawNodes(void)
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if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
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shift = true;
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}
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if (sortnode[sortindex[prev]].polyplane)
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{
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// Plane (i) is further away than polyplane (prev)
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if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
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shift = true;
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}
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else if (sortnode[sortindex[prev]].wall)
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{
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// Plane (i) is further than wall (prev)
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@ -3923,6 +4223,28 @@ static void HWR_CreateDrawNodes(void)
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shift = true;
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}
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}
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else if (sortnode[sortindex[i]].polyplane)
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{
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// What are we comparing it with?
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if (sortnode[sortindex[prev]].plane)
|
||||
{
|
||||
// Plane (i) is further away than plane (prev)
|
||||
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
if (sortnode[sortindex[prev]].polyplane)
|
||||
{
|
||||
// Plane (i) is further away than polyplane (prev)
|
||||
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
|
||||
shift = true;
|
||||
}
|
||||
else if (sortnode[sortindex[prev]].wall)
|
||||
{
|
||||
// Plane (i) is further than wall (prev)
|
||||
if (sortnode[sortindex[i]].polyplane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
}
|
||||
else if (sortnode[sortindex[i]].wall)
|
||||
{
|
||||
// What are we comparing it with?
|
||||
|
@ -3932,6 +4254,12 @@ static void HWR_CreateDrawNodes(void)
|
|||
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].plane->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
if (sortnode[sortindex[prev]].polyplane)
|
||||
{
|
||||
// Wall (i) is further than polyplane(prev)
|
||||
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].polyplane->drawcount)
|
||||
shift = true;
|
||||
}
|
||||
else if (sortnode[sortindex[prev]].wall)
|
||||
{
|
||||
// Wall (i) is further than wall (prev)
|
||||
|
@ -3968,6 +4296,16 @@ static void HWR_CreateDrawNodes(void)
|
|||
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
|
||||
sortnode[sortindex[i]].plane->lumpnum, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
|
||||
}
|
||||
else if (sortnode[sortindex[i]].polyplane)
|
||||
{
|
||||
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
|
||||
gr_frontsector = NULL;
|
||||
|
||||
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
|
||||
HWR_GetFlat(sortnode[sortindex[i]].polyplane->lumpnum);
|
||||
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
|
||||
sortnode[sortindex[i]].polyplane->lumpnum, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
|
||||
}
|
||||
else if (sortnode[sortindex[i]].wall)
|
||||
{
|
||||
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
|
||||
|
@ -3979,6 +4317,7 @@ static void HWR_CreateDrawNodes(void)
|
|||
|
||||
numwalls = 0;
|
||||
numplanes = 0;
|
||||
numpolyplanes = 0;
|
||||
|
||||
// No mem leaks, please.
|
||||
Z_Free(sortnode);
|
||||
|
@ -4768,7 +5107,7 @@ if (0)
|
|||
#endif
|
||||
|
||||
#ifdef SORTING
|
||||
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
{
|
||||
HWR_CreateDrawNodes();
|
||||
}
|
||||
|
@ -4998,12 +5337,12 @@ if (0)
|
|||
#endif
|
||||
|
||||
#ifdef SORTING
|
||||
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||||
{
|
||||
HWR_CreateDrawNodes();
|
||||
}
|
||||
#else
|
||||
if (numfloors || numwalls)
|
||||
if (numfloors || numpolyplanes || numwalls)
|
||||
{
|
||||
HWD.pfnSetTransform(&atransform);
|
||||
if (numfloors)
|
||||
|
|
Loading…
Reference in a new issue