mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager. - check gl_sort_textures only once per scene, not per draw list.
This commit is contained in:
parent
6a3cd6378a
commit
12160bd29c
7 changed files with 50 additions and 30 deletions
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@ -349,11 +349,15 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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//==========================================================================
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void GLWall::DoDrawDecals()
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{
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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while (decal)
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if (seg->sidedef && seg->sidedef->AttachedDecals)
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{
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DrawDecal(decal);
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decal = decal->WallNext;
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gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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while (decal)
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{
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DrawDecal(decal);
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decal = decal->WallNext;
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}
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}
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}
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@ -59,8 +59,6 @@
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FDrawInfo * gl_drawinfo;
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CVAR(Bool, gl_sort_textures, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//==========================================================================
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//
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//
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@ -811,6 +809,19 @@ 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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walls[drawitems[i].index].DoDrawDecals();
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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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@ -844,7 +855,7 @@ static int __cdecl difcmp (const void *a, const void *b)
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void GLDrawList::SortWalls()
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{
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if (drawitems.Size()!=0 && gl_sort_textures)
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if (drawitems.Size() > 1)
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{
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sortinfo=this;
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qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), diwcmp);
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@ -853,7 +864,7 @@ void GLDrawList::SortWalls()
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void GLDrawList::SortFlats()
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{
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if (drawitems.Size()!=0 && gl_sort_textures)
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if (drawitems.Size() > 1)
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{
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sortinfo=this;
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qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), difcmp);
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@ -32,7 +32,6 @@ enum Drawpasses
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GLPASS_LIGHTSONLY, // only collect dynamic lights
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GLPASS_PLAIN, // Main pass without dynamic lights
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GLPASS_DECALS, // Draws a decal
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GLPASS_DECALS_NOFOG,// Draws a decal without setting the fog (used for passes that need a fog layer)
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GLPASS_TRANSLUCENT, // Draws translucent objects
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};
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@ -130,6 +129,7 @@ public:
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void Draw(int pass);
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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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@ -85,6 +85,7 @@ CVAR(Bool, gl_texture, true, 0)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, cl_capfps)
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@ -340,11 +341,14 @@ void FGLRenderer::RenderScene(int recursion)
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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if (gl_sort_textures)
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{
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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@ -414,7 +418,7 @@ void FGLRenderer::RenderScene(int recursion)
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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].Draw(GLPASS_DECALS);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -395,18 +395,6 @@ void GLWall::Draw(int pass)
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gl_RenderState.EnableGlow(false);
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break;
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case GLPASS_DECALS:
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case GLPASS_DECALS_NOFOG:
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if (seg->sidedef && seg->sidedef->AttachedDecals)
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{
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if (pass==GLPASS_DECALS)
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{
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gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
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}
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DoDrawDecals();
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}
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break;
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case GLPASS_TRANSLUCENT:
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switch (type)
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{
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@ -611,15 +611,27 @@ outl:
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//
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//===========================================================================
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static FMaterial *last;
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static int lastclamp;
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static int lasttrans;
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static bool lastalpha;
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void FMaterial::Bind(int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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int usebright = false;
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int shaderindex = overrideshader >= 0? overrideshader : mShaderIndex;
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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// avoid rebinding the same texture multiple times.
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if (this == last && lastclamp == clampmode && translation == lasttrans && lastalpha == alphatexture) return;
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last = this;
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lastclamp = clampmode;
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lastalpha = alphatexture;
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lasttrans = translation;
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int usebright = false;
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int maxbound = 0;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT && clampmode <= CLAMP_XY && !mExpanded;
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX;
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else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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@ -139,6 +139,7 @@ OptionMenu "GLTextureGLOptions"
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Option "Precache GL textures", gl_precache, "YesNo"
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Option "Camera textures offscreen", gl_usefb, "OnOff"
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Option "Trim sprite edges", gl_trimsprites, "OnOff"
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Option "Sort draw lists by texture", gl_sort_textures, "YesNo"
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}
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OptionMenu "GLLightOptions"
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