mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved CurrentMapSections and in_area from GLSceneDrawer to HWDrawInfo.
Not only are they better placed in the common code, but they are also both per-viewpoint and not per-scene, so this is a far more suitable place and avoids saving and restoring them in the portal code.
This commit is contained in:
parent
e6a447eb6f
commit
5f87e81b6a
10 changed files with 67 additions and 95 deletions
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@ -140,9 +140,9 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
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else
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{
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// clipping checks are only needed when the backsector is not the same as the front sector
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if (in_area == area_default) in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
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if (gl_drawinfo->in_area == area_default) gl_drawinfo->in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
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backsector = hw_FakeFlat(seg->backsector, &bs, in_area, true);
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backsector = hw_FakeFlat(seg->backsector, &bs, gl_drawinfo->in_area, true);
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if (hw_CheckClip(seg->sidedef, currentsector, backsector))
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{
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@ -364,10 +364,10 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
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}
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}
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// If this thing is in a map section that's not in view it can't possibly be visible
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if (CurrentMapSections[thing->subsector->mapsection])
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if (gl_drawinfo->CurrentMapSections[thing->subsector->mapsection])
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{
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GLSprite sprite;
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sprite.Process(gl_drawinfo, thing, sector, in_area, false);
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sprite.Process(gl_drawinfo, thing, sector, gl_drawinfo->in_area, false);
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}
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}
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@ -386,7 +386,7 @@ void GLSceneDrawer::RenderThings(subsector_t * sub, sector_t * sector)
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}
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GLSprite sprite;
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sprite.Process(gl_drawinfo, thing, sector, gl_drawinfo->mDrawer->in_area, true);
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sprite.Process(gl_drawinfo, thing, sector, gl_drawinfo->in_area, true);
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}
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SetupSprite.Unclock();
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}
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@ -419,7 +419,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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if (!sector) return;
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// If the mapsections differ this subsector can't possibly be visible from the current view point
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if (!CurrentMapSections[sub->mapsection]) return;
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if (!gl_drawinfo->CurrentMapSections[sub->mapsection]) return;
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if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect.
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if (gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN)
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@ -431,7 +431,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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}
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if (clipper.IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
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fakesector=hw_FakeFlat(sector, &fake, in_area, false);
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fakesector=hw_FakeFlat(sector, &fake, gl_drawinfo->in_area, false);
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if (GLRenderer->mClipPortal)
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{
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@ -497,14 +497,14 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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// but undetermined heightsec state. This can only happen if the
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// subsector is obstructed but not excluded due to a large bounding box.
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// Due to the way a BSP works such a subsector can never be visible
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if (!sector->GetHeightSec() || in_area!=area_default)
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if (!sector->GetHeightSec() || gl_drawinfo->in_area!=area_default)
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{
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if (sector != sub->render_sector)
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{
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sector = sub->render_sector;
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// the planes of this subsector are faked to belong to another sector
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// This means we need the heightsec parts and light info of the render sector, not the actual one.
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fakesector = hw_FakeFlat(sector, &fake, in_area, false);
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fakesector = hw_FakeFlat(sector, &fake, gl_drawinfo->in_area, false);
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}
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uint8_t &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
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@ -204,14 +204,6 @@ void FDrawInfo::StartScene()
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{
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ClearBuffers();
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sectorrenderflags.Resize(level.sectors.Size());
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ss_renderflags.Resize(level.subsectors.Size());
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no_renderflags.Resize(level.subsectors.Size());
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memset(§orrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
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memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
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memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
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next = gl_drawinfo;
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gl_drawinfo = this;
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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@ -393,8 +385,8 @@ void FDrawInfo::FloodUpperGap(seg_t * seg)
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{
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wallseg ws;
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sector_t ffake, bfake;
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, in_area, false);
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vertex_t * v1, * v2;
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@ -445,8 +437,8 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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{
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wallseg ws;
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sector_t ffake, bfake;
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, in_area, false);
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vertex_t * v1, * v2;
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@ -271,7 +271,6 @@ bool GLPortal::Start(bool usestencil, bool doquery, FDrawInfo **pDi)
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savedshowviewer = r_viewpoint.showviewer;
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savedAngles = r_viewpoint.Angles;
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savedviewactor=GLRenderer->mViewActor;
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savedviewarea=drawer->in_area;
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savedviewpath[0] = r_viewpoint.Path[0];
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savedviewpath[1] = r_viewpoint.Path[1];
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savedvisibility = r_viewpoint.camera ? r_viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
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@ -340,7 +339,6 @@ void GLPortal::End(bool usestencil)
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r_viewpoint.ActorPos = savedViewActorPos;
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r_viewpoint.Angles = savedAngles;
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GLRenderer->mViewActor=savedviewactor;
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drawer->in_area=savedviewarea;
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if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags = (r_viewpoint.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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@ -399,7 +397,6 @@ void GLPortal::End(bool usestencil)
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r_viewpoint.Pos = savedViewPos;
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r_viewpoint.Angles = savedAngles;
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GLRenderer->mViewActor=savedviewactor;
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drawer->in_area=savedviewarea;
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if (r_viewpoint.camera != nullptr) r_viewpoint.camera->renderflags |= savedvisibility;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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@ -560,26 +557,6 @@ GLPortal * GLPortal::FindPortal(const void * src)
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}
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//-----------------------------------------------------------------------------
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//
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// Save/RestoreMapSection
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//
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// saves CurrentMapSection for a recursive call of SceneDrawer::DrawScene
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//
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//-----------------------------------------------------------------------------
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void GLPortal::SaveMapSection()
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{
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SavedMapSection = std::move(drawer->CurrentMapSections);
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drawer->CurrentMapSections.Resize(SavedMapSection.Size());
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drawer->CurrentMapSections.Zero();
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}
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void GLPortal::RestoreMapSection()
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{
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drawer->CurrentMapSections = std::move(SavedMapSection);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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@ -629,13 +606,13 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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inskybox = true;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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drawer->SetViewArea();
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di->SetViewArea();
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ClearClipper();
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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SaveMapSection();
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drawer->CurrentMapSections.Set(mapsection);
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di->CurrentMapSections.Zero();
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di->CurrentMapSections.Set(mapsection);
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drawer->DrawScene(di, DM_SKYPORTAL);
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portal->mFlags &= ~PORTSF_INSKYBOX;
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@ -645,8 +622,6 @@ void GLSkyboxPortal::DrawContents(FDrawInfo *di)
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PlaneMirrorMode = old_pm;
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r_viewpoint.extralight = saved_extralight;
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RestoreMapSection();
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}
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//-----------------------------------------------------------------------------
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@ -717,7 +692,7 @@ void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
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for(int j=0;j<sub->portalcoverage[plane].sscount; j++)
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{
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subsector_t *dsub = &::level.subsectors[sub->portalcoverage[plane].subsectors[j]];
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drawer->CurrentMapSections.Set(dsub->mapsection);
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di->CurrentMapSections.Set(dsub->mapsection);
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di->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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}
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}
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@ -741,7 +716,6 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
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if (origin->plane != -1) screen->instack[origin->plane]++;
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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SaveMapSection();
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SetupCoverage(di);
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ClearClipper();
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@ -755,7 +729,6 @@ void GLSectorStackPortal::DrawContents(FDrawInfo *di)
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}
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drawer->DrawScene(di, DM_PORTAL);
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RestoreMapSection();
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if (origin->plane != -1) screen->instack[origin->plane]--;
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}
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@ -1031,8 +1004,6 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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}
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SaveMapSection();
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for (unsigned i = 0; i < lines.Size(); i++)
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{
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line_t *line = lines[i].seg->linedef->getPortalDestination();
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@ -1040,7 +1011,7 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
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sub = R_PointInSubsector(line->v1->fixX(), line->v1->fixY());
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else sub = line->frontsector->subsectors[0];
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drawer->CurrentMapSections.Set(sub->mapsection);
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di->CurrentMapSections.Set(sub->mapsection);
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}
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GLRenderer->mViewActor = nullptr;
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@ -1051,12 +1022,11 @@ void GLLineToLinePortal::DrawContents(FDrawInfo *di)
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gl_RenderState.EnableClipLine(true);
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drawer->DrawScene(di, DM_PORTAL);
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gl_RenderState.EnableClipLine(false);
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RestoreMapSection();
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}
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void GLLineToLinePortal::RenderAttached(FDrawInfo *di)
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{
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di->ProcessActorsInPortal(glport, di->mDrawer->in_area);
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di->ProcessActorsInPortal(glport, di->in_area);
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}
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//-----------------------------------------------------------------------------
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@ -75,11 +75,9 @@ private:
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DRotator savedAngles;
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bool savedshowviewer;
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AActor * savedviewactor;
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area_t savedviewarea;
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ActorRenderFlags savedvisibility;
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GLPortal *PrevPortal;
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GLPortal *PrevClipPortal;
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BitArray SavedMapSection;
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TArray<unsigned int> mPrimIndices;
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protected:
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@ -99,8 +97,6 @@ protected:
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virtual bool NeedDepthBuffer() { return true; }
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void ClearScreen();
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virtual const char *GetName() = 0;
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void SaveMapSection();
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void RestoreMapSection();
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virtual void PushState() {}
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virtual void PopState() {}
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@ -92,29 +92,6 @@ angle_t GLSceneDrawer::FrustumAngle()
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Sets the area the camera is in
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::SetViewArea()
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{
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// The render_sector is better suited to represent the current position in GL
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r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
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// Get the heightsec state from the render sector, not the current one!
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if (r_viewpoint.sector->GetHeightSec())
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{
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in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below :
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(r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) &&
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!(r_viewpoint.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
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}
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else
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{
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in_area = level.HasHeightSecs? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
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}
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}
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//-----------------------------------------------------------------------------
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//
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// resets the 3D viewport
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@ -261,7 +238,7 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
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di->mShadowMap = &GLRenderer->mShadowMap;
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RenderBSPNode (level.HeadNode());
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di->PreparePlayerSprites(r_viewpoint.sector, in_area);
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di->PreparePlayerSprites(r_viewpoint.sector, di->in_area);
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// Process all the sprites on the current portal's back side which touch the portal.
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached(di);
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@ -271,9 +248,9 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
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// These cannot be multithreaded when the time comes because all these depend
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// on the global 'validcount' variable.
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di->HandleMissingTextures(in_area); // Missing upper/lower textures
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di->HandleMissingTextures(di->in_area); // Missing upper/lower textures
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di->HandleHackedSubsectors(); // open sector hacks for deep water
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di->ProcessSectorStacks(in_area); // merge visplanes of sector stacks
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di->ProcessSectorStacks(di->in_area); // merge visplanes of sector stacks
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GLRenderer->mLights->Finish();
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GLRenderer->mVBO->Unmap();
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@ -578,9 +555,7 @@ void GLSceneDrawer::ProcessScene(FDrawInfo *di, bool toscreen)
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GLPortal::BeginScene();
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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CurrentMapSections.Resize(level.NumMapSections);
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CurrentMapSections.Zero();
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CurrentMapSections.Set(mapsection);
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di->CurrentMapSections.Set(mapsection);
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DrawScene(di, toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
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}
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@ -644,7 +619,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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GLRenderer->mSceneClearColor[1] = 0.0f;
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GLRenderer->mSceneClearColor[2] = 0.0f;
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R_SetupFrame (r_viewpoint, r_viewwindow, camera);
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SetViewArea();
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GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
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@ -684,6 +658,10 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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Set3DViewport(mainview);
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GLRenderer->mDrawingScene2D = true;
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GLRenderer->mCurrentFoV = fov;
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FDrawInfo *di = FDrawInfo::StartDrawInfo(this);
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di->SetViewArea();
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// Stereo mode specific perspective projection
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SetProjection( eye->GetProjection(fov, ratio, fovratio) );
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// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
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@ -694,7 +672,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
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gl_RenderState.ApplyMatrices();
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FDrawInfo *di = FDrawInfo::StartDrawInfo(this);
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ProcessScene(di, toscreen);
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if (mainview && toscreen) EndDrawScene(di, lviewsector); // do not call this for camera textures.
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@ -46,8 +46,6 @@ public:
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Clipper clipper;
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int FixedColormap;
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area_t in_area;
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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angle_t FrustumAngle();
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void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
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@ -426,7 +426,7 @@ void FDrawInfo::AddPortal(GLWall *wall, int ptype)
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line_t *otherside = wall->lineportal->lines[0]->mDestination;
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if (otherside != NULL && otherside->portalindex < level.linePortals.Size())
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{
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ProcessActorsInPortal(otherside->getPortal()->mGroup, mDrawer->in_area);
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ProcessActorsInPortal(otherside->getPortal()->mGroup, in_area);
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}
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portal = new GLLineToLinePortal(wall->lineportal);
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}
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@ -104,6 +104,9 @@ struct HWDrawInfo
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TArray<uint8_t> ss_renderflags;
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TArray<uint8_t> no_renderflags;
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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area_t in_area;
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private:
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// For ProcessLowerMiniseg
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bool inview;
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@ -114,6 +117,7 @@ private:
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public:
|
||||
|
||||
void ClearBuffers();
|
||||
void SetViewArea();
|
||||
|
||||
bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
|
||||
bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
|
||||
|
|
|
@ -31,6 +31,8 @@
|
|||
#include "a_sharedglobal.h"
|
||||
#include "r_sky.h"
|
||||
#include "hw_fakeflat.h"
|
||||
#include "hw_drawinfo.h"
|
||||
#include "r_utility.h"
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
@ -383,4 +385,26 @@ sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool bac
|
|||
return dest;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Sets the area the camera is in
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
void HWDrawInfo::SetViewArea()
|
||||
{
|
||||
// The render_sector is better suited to represent the current position in GL
|
||||
r_viewpoint.sector = R_PointInSubsector(r_viewpoint.Pos)->render_sector;
|
||||
|
||||
// Get the heightsec state from the render sector, not the current one!
|
||||
if (r_viewpoint.sector->GetHeightSec())
|
||||
{
|
||||
in_area = r_viewpoint.Pos.Z <= r_viewpoint.sector->heightsec->floorplane.ZatPoint(r_viewpoint.Pos) ? area_below :
|
||||
(r_viewpoint.Pos.Z > r_viewpoint.sector->heightsec->ceilingplane.ZatPoint(r_viewpoint.Pos) &&
|
||||
!(r_viewpoint.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
in_area = level.HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -72,7 +72,18 @@ void HWDrawInfo::ClearBuffers()
|
|||
HandledSubsectors.Clear();
|
||||
spriteindex = 0;
|
||||
|
||||
CurrentMapSections.Resize(level.NumMapSections);
|
||||
CurrentMapSections.Zero();
|
||||
|
||||
sectorrenderflags.Resize(level.sectors.Size());
|
||||
ss_renderflags.Resize(level.subsectors.Size());
|
||||
no_renderflags.Resize(level.subsectors.Size());
|
||||
|
||||
memset(§orrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
|
||||
memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
|
||||
memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Adds a subsector plane to a sector's render list
|
||||
|
|
Loading…
Reference in a new issue