- removed all the decal stubs.

Build has wall sprite for decals so this is redundant and ultimately not usable.
This commit is contained in:
Christoph Oelckers 2021-03-27 13:26:11 +01:00
parent d0f38d7362
commit efe0d57fca
5 changed files with 1 additions and 86 deletions

View file

@ -188,8 +188,6 @@ HWDrawInfo *HWDrawInfo::EndDrawInfo()
void HWDrawInfo::ClearBuffers()
{
spriteindex = 0;
Decals[0].Clear();
Decals[1].Clear();
mClipPortal = nullptr;
mCurrentPortal = nullptr;
}
@ -272,17 +270,6 @@ HWPortal * HWDrawInfo::FindPortal(const void * src)
//
//-----------------------------------------------------------------------------
HWDecal* HWDrawInfo::AddDecal(bool onmirror)
{
#if 0
auto decal = (HWDecal*)RenderDataAllocator.Alloc(sizeof(HWDecal));
Decals[onmirror ? 1 : 0].Push(decal);
return decal;
#else
return nullptr;
#endif
}
void HWDrawInfo::DispatchSprites()
{
for (int i = 0; i < spritesortcnt; i++)
@ -482,12 +469,7 @@ void HWDrawInfo::RenderScene(FRenderState &state)
state.SetRenderStyle(STYLE_Translucent);
// Part 4: Draw decals (not a real pass)
state.SetDepthFunc(DF_LEqual);
#if 0
DrawDecals(state, Decals[0]);
#endif
RenderAll.Unclock();
}

View file

@ -23,7 +23,6 @@ struct FFlatVertex;
class HWWall;
class HWFlat;
class HWSprite;
struct HWDecal;
class IShadowMap;
struct FDynLightData;
class Clipper;
@ -107,7 +106,6 @@ struct HWDrawInfo
FRenderViewpoint Viewpoint;
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
TArray<HWPortal *> Portals;
TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
// This is needed by the BSP traverser.
bool multithread;
@ -171,7 +169,6 @@ public:
void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
angle_t FrustumAngle();
void DrawDecals(FRenderState &state, TArray<HWDecal *> &decals);
void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
//void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub);
@ -182,8 +179,6 @@ public:
void AddSprite(HWSprite *sprite, bool translucent);
HWDecal *AddDecal(bool onmirror);
bool isSoftwareLighting() const
{
return true;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;

View file

@ -80,16 +80,7 @@ void HWDrawInfo::AddMirrorSurface(HWWall *w)
tcs[HWWall::LOLFT].u = tcs[HWWall::LORGT].u = tcs[HWWall::UPLFT].u = tcs[HWWall::UPRGT].u = v.X;
tcs[HWWall::LOLFT].v = tcs[HWWall::LORGT].v = tcs[HWWall::UPLFT].v = tcs[HWWall::UPRGT].v = v.Z;
newwall->MakeVertices(this, false);
#if 0
bool hasDecals = newwall->seg->sidedef && newwall->seg->sidedef->AttachedDecals;
if (hasDecals && Level->HasDynamicLights && !isFullbrightScene())
{
newwall->SetupLights(this, lightdata);
}
newwall->ProcessDecals(this);
#endif
newwall->dynlightindex = -1; // the environment map should not be affected by lights - only the decals.
newwall->dynlightindex = -1; // the environment map should not be affected by lights.
}
//==========================================================================

View file

@ -25,7 +25,6 @@ struct FDynLightData;
class VSMatrix;
struct FSpriteModelFrame;
class FRenderState;
struct HWDecal;
struct HWSectorPlane
{
@ -215,9 +214,6 @@ public:
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
//void ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal);
//void ProcessDecals(HWDrawInfo *di);
int CreateVertices(FFlatVertex *&ptr, bool nosplit);
//int CountVertices();
@ -339,44 +335,11 @@ public:
struct DecalVertex
{
float x, y, z;
float u, v;
};
/*
struct HWDecal
{
FGameTexture *texture;
TArray<lightlist_t> *lightlist;
DBaseDecal *decal;
DecalVertex dv[4];
float zcenter;
unsigned int vertindex;
FRenderStyle renderstyle;
int lightlevel;
int rellight;
float alpha;
FColormap Colormap;
int dynlightindex;
sectortype *frontsector;
FVector3 Normal;
void DrawDecal(HWDrawInfo *di, FRenderState &state);
};
*/
inline float Dist2(float x1,float y1,float x2,float y2)
{
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
}
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &mat);
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
extern const float LARGE_VALUE;

View file

@ -406,22 +406,6 @@ void HWWall::PutWall(HWDrawInfo *di, bool translucent)
MakeVertices(di, translucent);
}
/*
bool hasDecals = type != RENDERWALL_M2S && seg->sidedef->AttachedDecals;
if (hasDecals)
{
// If we want to use the light infos for the decal we cannot delay the creation until the render pass.
if (screen->BuffersArePersistent())
{
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
{
SetupLights(di, lightdata);
}
}
ProcessDecals(di);
}
*/
di->AddWall(this);
// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
vertcount = 0;