mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- finished decal render refactoring.
Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task.
This commit is contained in:
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1ae2f06161
commit
0d7c2527f2
9 changed files with 85 additions and 76 deletions
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@ -40,28 +40,6 @@
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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struct DecalVertex
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{
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float x,y,z;
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float u,v;
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};
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struct GLDecal
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{
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unsigned int vertindex;
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FMaterial *gltexture;
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GLWall *wall;
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DBaseDecal *decal;
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DecalVertex dv[4];
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float zcenter;
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int light;
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int rel;
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float a;
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FColormap colormap;
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};
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void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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{
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line_t * line = seg->linedef;
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@ -70,11 +48,11 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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float zpos;
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bool flipx, flipy;
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FTextureID decalTile;
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GLDecal gldecal;
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if (decal->RenderFlags & RF_INVISIBLE) return;
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if (type == RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
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if (seg == nullptr) return;
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decalTile = decal->PicNum;
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@ -139,7 +117,7 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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}
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}
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memset(&gldecal, 0, sizeof(gldecal));
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GLDecal &gldecal = *di->AddDecal(type == RENDERWALL_MIRRORSURFACE);
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gldecal.gltexture = FMaterial::ValidateTexture(texture, true);
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gldecal.wall = this;
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gldecal.decal = decal;
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@ -286,7 +264,6 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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{
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verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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}
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di->AddDecal(&gldecal);
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}
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//==========================================================================
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@ -312,9 +289,8 @@ void GLWall::ProcessDecals(HWDrawInfo *di)
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//
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//
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//==========================================================================
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void FDrawInfo::DrawDecal(GLWall *__wall, DBaseDecal *__decal)
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void FDrawInfo::DrawDecal(GLDecal *gldecal)
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{
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GLDecal *gldecal;
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auto wall = gldecal->wall;
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auto decal = gldecal->decal;
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auto tex = gldecal->gltexture;
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@ -401,29 +377,42 @@ void FDrawInfo::DrawDecal(GLWall *__wall, DBaseDecal *__decal)
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//
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//
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//==========================================================================
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void FDrawInfo::DoDrawDecals(GLWall *wall)
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void FDrawInfo::DrawDecals()
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{
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if (wall->seg->sidedef && wall->seg->sidedef->AttachedDecals)
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GLWall *wall = nullptr;
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for (auto gldecal : decals[0])
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{
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if (gldecal->wall != wall)
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{
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wall = gldecal->wall;
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if (wall->lightlist != nullptr)
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{
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gl_RenderState.EnableSplit(true);
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}
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else
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{
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gl_RenderState.EnableSplit(false);
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mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
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}
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}
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DrawDecal(gldecal);
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}
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if (wall && wall->lightlist != nullptr) gl_RenderState.EnableSplit(false);
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}
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DBaseDecal *decal = wall->seg->sidedef->AttachedDecals;
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while (decal)
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//==========================================================================
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//
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// This list will never get long, so this code should be ok.
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//
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//==========================================================================
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void FDrawInfo::DrawDecalsForMirror(GLWall *wall)
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{
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DrawDecal(wall, decal);
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decal = decal->WallNext;
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}
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if (wall->lightlist != nullptr)
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mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
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for (auto gldecal : decals[1])
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{
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gl_RenderState.EnableSplit(false);
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if (gldecal->wall == wall)
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{
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DrawDecal(gldecal);
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}
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}
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}
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@ -867,19 +867,6 @@ void GLDrawList::DrawFlats(int pass)
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RenderFlat.Unclock();
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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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void GLDrawList::DrawDecals()
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{
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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gl_drawinfo->DoDrawDecals(walls[drawitems[i].index]);
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}
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}
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//==========================================================================
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//
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// Sorting the drawitems first by texture and then by light level.
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@ -952,7 +939,6 @@ GLSprite *GLDrawList::NewSprite()
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return sprite;
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}
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//==========================================================================
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//
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// Try to reuse the lists as often as possible as they contain resources that
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@ -1033,6 +1019,8 @@ void FDrawInfo::StartScene()
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{
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for (int i = 0; i < GLLDL_TYPES; i++) dldrawlists[i].Reset();
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}
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decals[0].Clear();
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decals[1].Clear();
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}
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//==========================================================================
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@ -1323,3 +1311,11 @@ std::pair<FFlatVertex *, unsigned int> FDrawInfo::AllocVertices(unsigned int cou
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auto p = GLRenderer->mVBO->Alloc(count, &index);
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return std::make_pair(p, index);
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}
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GLDecal *FDrawInfo::AddDecal(bool onmirror)
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{
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auto decal = (GLDecal*)RenderDataAllocator.Alloc(sizeof(GLDecal));
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decals[onmirror ? 1 : 0].Push(decal);
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return decal;
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}
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@ -158,7 +158,6 @@ public:
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void Draw(int pass, bool trans = false);
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void DrawWalls(int pass);
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void DrawFlats(int pass);
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void DrawDecals();
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GLDrawList * next;
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} ;
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@ -172,6 +171,7 @@ struct FDrawInfo : public HWDrawInfo
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FDrawInfo * next;
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GLDrawList drawlists[GLDL_TYPES];
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TArray<GLDecal *> decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
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GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
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FDrawInfo();
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@ -179,6 +179,7 @@ struct FDrawInfo : public HWDrawInfo
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void AddWall(GLWall *wall) override;
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void AddMirrorSurface(GLWall *w) override;
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GLDecal *AddDecal(bool onmirror) override;
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void AddPortal(GLWall *w, int portaltype) override;
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void ProcessActorsInPortal(FLinePortalSpan *glport) override;
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@ -189,9 +190,9 @@ struct FDrawInfo : public HWDrawInfo
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void RenderFogBoundaryCompat(GLWall *wall);
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void RenderLightsCompat(GLWall *wall, int pass);
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void DrawDecal(GLWall *wall, DBaseDecal *decal);
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void DoDrawDecals(GLWall *wall);
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void DrawDecal(GLDecal *gldecal);
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void DrawDecals();
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void DrawDecalsForMirror(GLWall *wall);
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void StartScene();
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void SetupFloodStencil(wallseg * ws);
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@ -375,15 +375,7 @@ void GLSceneDrawer::RenderScene(int recursion)
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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// this is the only geometry type on which decals can possibly appear
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
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if (gl.legacyMode)
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{
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// also process the render lists with walls and dynamic lights
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals();
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals();
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}
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gl_drawinfo->DrawDecals();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -434,9 +426,10 @@ void GLSceneDrawer::RenderTranslucent()
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
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gl_RenderState.EnableBrightmap(false);
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glDepthMask(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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glDepthMask(true);
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RenderAll.Unclock();
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}
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@ -139,13 +139,14 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
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glDepthFunc(GL_LESS);
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// This is drawn in the translucent pass which is done after the decal pass
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// As a result the decals have to be drawn here.
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// As a result the decals have to be drawn here, right after the wall they are on,
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// because the depth buffer won't get set by translucent items.
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if (wall->seg->sidedef->AttachedDecals)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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gl_drawinfo->DoDrawDecals(wall);
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gl_drawinfo->DrawDecalsForMirror(wall);
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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@ -128,7 +128,7 @@ public:
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virtual void AddWall(GLWall *w) = 0;
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virtual void AddPortal(GLWall *w, int portaltype) = 0;
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virtual void AddMirrorSurface(GLWall *w) = 0;
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virtual void AddDecal(GLDecal *d) = 0;
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virtual GLDecal *AddDecal(bool onmirror) = 0;
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virtual void ProcessActorsInPortal(FLinePortalSpan *glport) = 0;
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virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;
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@ -281,6 +281,32 @@ public:
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};
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struct DecalVertex
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{
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float x, y, z;
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float u, v;
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};
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struct GLDecal
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{
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FMaterial *gltexture;
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GLWall *wall;
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DBaseDecal *decal;
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DecalVertex dv[4];
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float zcenter;
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unsigned int vertindex;
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int light;
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int rel;
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float a;
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FColormap colormap;
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};
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inline float Dist2(float x1,float y1,float x2,float y2)
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{
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return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
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#include "p_maputl.h"
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#include "doomdata.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/utility/hw_cvars.h"
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@ -1,8 +1,10 @@
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#pragma once
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#include <stdint.h>
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#include "tarray.h"
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typedef TMap<int, bool> SpriteHits;
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class FTexture;
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class IHardwareTexture
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{
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