mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
- some cleanup of wall processing code.
* removed SplitWall function * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
This commit is contained in:
parent
9305cd86a0
commit
67fc35e738
3 changed files with 76 additions and 90 deletions
|
@ -137,11 +137,12 @@ void GLSkyInfo::init(int sky1, PalEntry FadeColor)
|
|||
|
||||
void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
|
||||
{
|
||||
int ptype = -1;
|
||||
FPortal *portal = sector->portals[plane];
|
||||
if (portal != NULL)
|
||||
{
|
||||
if (GLPortal::instack[1 - plane]) return;
|
||||
type = RENDERWALL_SECTORSTACK;
|
||||
ptype = PORTALTYPE_SECTORSTACK;
|
||||
this->portal = portal;
|
||||
}
|
||||
else
|
||||
|
@ -156,13 +157,13 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
|
|||
|
||||
if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor != skyboxx && !(skyboxx->flags&MF_JUSTHIT))
|
||||
{
|
||||
type = RENDERWALL_SKYBOX;
|
||||
ptype = PORTALTYPE_SKYBOX;
|
||||
skybox = skyboxx;
|
||||
}
|
||||
else
|
||||
{
|
||||
skyinfo.init(sector->sky, Colormap.FadeColor);
|
||||
type = RENDERWALL_SKY;
|
||||
ptype = PORTALTYPE_SKY;
|
||||
sky = UniqueSkies.Get(&skyinfo);
|
||||
}
|
||||
}
|
||||
|
@ -170,12 +171,14 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
|
|||
{
|
||||
if ((plane == sector_t::ceiling && viewz > sector->ceilingplane.d) ||
|
||||
(plane == sector_t::floor && viewz < -sector->floorplane.d)) return;
|
||||
type = RENDERWALL_PLANEMIRROR;
|
||||
ptype = PORTALTYPE_PLANEMIRROR;
|
||||
planemirror = plane == sector_t::ceiling ? §or->ceilingplane : §or->floorplane;
|
||||
}
|
||||
else return;
|
||||
}
|
||||
PutWall(0);
|
||||
if (ptype != -1)
|
||||
{
|
||||
PutPortal(ptype);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -189,22 +192,23 @@ void GLWall::SkyLine(line_t *line)
|
|||
{
|
||||
ASkyViewpoint * skyboxx = line->skybox;
|
||||
GLSkyInfo skyinfo;
|
||||
int ptype;
|
||||
|
||||
// JUSTHIT is used as an indicator that a skybox is in use.
|
||||
// This is to avoid recursion
|
||||
|
||||
if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor != skyboxx && !(skyboxx->flags&MF_JUSTHIT))
|
||||
{
|
||||
type = RENDERWALL_SKYBOX;
|
||||
ptype = PORTALTYPE_SKYBOX;
|
||||
skybox = skyboxx;
|
||||
}
|
||||
else
|
||||
{
|
||||
skyinfo.init(line->frontsector->sky, Colormap.FadeColor);
|
||||
type = RENDERWALL_SKY;
|
||||
ptype = PORTALTYPE_SKY;
|
||||
sky = UniqueSkies.Get(&skyinfo);
|
||||
}
|
||||
PutWall(0);
|
||||
PutPortal(ptype);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -30,13 +30,7 @@ enum WallTypes
|
|||
RENDERWALL_M1S,
|
||||
RENDERWALL_M2S,
|
||||
RENDERWALL_BOTTOM,
|
||||
RENDERWALL_SKY,
|
||||
RENDERWALL_FOGBOUNDARY,
|
||||
RENDERWALL_HORIZON,
|
||||
RENDERWALL_SKYBOX,
|
||||
RENDERWALL_SECTORSTACK,
|
||||
RENDERWALL_PLANEMIRROR,
|
||||
RENDERWALL_MIRROR,
|
||||
RENDERWALL_MIRRORSURFACE,
|
||||
RENDERWALL_M2SNF,
|
||||
RENDERWALL_COLOR,
|
||||
|
@ -44,6 +38,16 @@ enum WallTypes
|
|||
// Insert new types at the end!
|
||||
};
|
||||
|
||||
enum PortalTypes
|
||||
{
|
||||
PORTALTYPE_SKY,
|
||||
PORTALTYPE_HORIZON,
|
||||
PORTALTYPE_SKYBOX,
|
||||
PORTALTYPE_SECTORSTACK,
|
||||
PORTALTYPE_PLANEMIRROR,
|
||||
PORTALTYPE_MIRROR,
|
||||
};
|
||||
|
||||
struct GLSeg
|
||||
{
|
||||
float x1,x2;
|
||||
|
@ -159,7 +163,8 @@ public:
|
|||
private:
|
||||
|
||||
void CheckGlowing();
|
||||
void PutWall(bool translucent);
|
||||
void PutWall(sector_t *sec, bool translucent);
|
||||
void PutPortal(int ptype);
|
||||
void CheckTexturePosition();
|
||||
|
||||
void SetupLights();
|
||||
|
@ -175,7 +180,6 @@ private:
|
|||
void SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
|
||||
void SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
|
||||
|
||||
void SplitWall(sector_t * frontsector, bool translucent);
|
||||
void LightPass();
|
||||
void SetHorizon(vertex_t * ul, vertex_t * ur, vertex_t * ll, vertex_t * lr);
|
||||
bool DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
|
||||
|
|
|
@ -96,57 +96,54 @@ void GLWall::CheckGlowing()
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::PutWall(bool translucent)
|
||||
void GLWall::PutWall(sector_t *sec, bool translucent)
|
||||
{
|
||||
GLPortal * portal;
|
||||
int list;
|
||||
|
||||
static char passflag[]={
|
||||
static char passflag[] = {
|
||||
0, //RENDERWALL_NONE,
|
||||
1, //RENDERWALL_TOP, // unmasked
|
||||
1, //RENDERWALL_M1S, // unmasked
|
||||
2, //RENDERWALL_M2S, // depends on render and texture settings
|
||||
1, //RENDERWALL_BOTTOM, // unmasked
|
||||
4, //RENDERWALL_SKYDOME, // special
|
||||
3, //RENDERWALL_FOGBOUNDARY, // translucent
|
||||
4, //RENDERWALL_HORIZON, // special
|
||||
4, //RENDERWALL_SKYBOX, // special
|
||||
4, //RENDERWALL_SECTORSTACK, // special
|
||||
4, //RENDERWALL_PLANEMIRROR, // special
|
||||
4, //RENDERWALL_MIRROR, // special
|
||||
1, //RENDERWALL_MIRRORSURFACE, // only created here from RENDERWALL_MIRROR
|
||||
1, //RENDERWALL_MIRRORSURFACE, // only created from PORTALTYPE_MIRROR
|
||||
2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
|
||||
3, //RENDERWALL_COLOR, // translucent
|
||||
2, //RENDERWALL_FFBLOCK // depends on render and texture settings
|
||||
};
|
||||
|
||||
|
||||
|
||||
if (gltexture && gltexture->GetTransparent() && passflag[type] == 2)
|
||||
{
|
||||
translucent = true;
|
||||
}
|
||||
|
||||
if (gl_fixedcolormap)
|
||||
if (gl_fixedcolormap)
|
||||
{
|
||||
// light planes don't get drawn with fullbright rendering
|
||||
if (!gltexture && passflag[type]!=4) return;
|
||||
|
||||
if (gltexture == NULL) return;
|
||||
Colormap.Clear();
|
||||
}
|
||||
else if (sec->e->XFloor.lightlist.Size() > 0 && gltexture != NULL)
|
||||
{
|
||||
lightlist = &sec->e->XFloor.lightlist;
|
||||
}
|
||||
|
||||
CheckGlowing();
|
||||
|
||||
if (translucent) // translucent walls
|
||||
{
|
||||
viewdistance = P_AproxDistance( ((seg->linedef->v1->x+seg->linedef->v2->x)>>1) - viewx,
|
||||
((seg->linedef->v1->y+seg->linedef->v2->y)>>1) - viewy);
|
||||
viewdistance = P_AproxDistance(((seg->linedef->v1->x + seg->linedef->v2->x) >> 1) - viewx,
|
||||
((seg->linedef->v1->y + seg->linedef->v2->y) >> 1) - viewy);
|
||||
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].AddWall(this);
|
||||
}
|
||||
else if (passflag[type]!=4) // non-translucent walls
|
||||
else
|
||||
{
|
||||
|
||||
bool masked;
|
||||
|
||||
masked = passflag[type]==1? false : (gltexture && gltexture->isMasked());
|
||||
masked = passflag[type] == 1 ? false : (gltexture && gltexture->isMasked());
|
||||
|
||||
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S))
|
||||
{
|
||||
|
@ -159,18 +156,25 @@ void GLWall::PutWall(bool translucent)
|
|||
gl_drawinfo->drawlists[list].AddWall(this);
|
||||
|
||||
}
|
||||
else switch (type)
|
||||
lightlist = NULL;
|
||||
}
|
||||
|
||||
void GLWall::PutPortal(int ptype)
|
||||
{
|
||||
GLPortal * portal;
|
||||
|
||||
switch (ptype)
|
||||
{
|
||||
// portals don't go into the draw list.
|
||||
// Instead they are added to the portal manager
|
||||
case RENDERWALL_HORIZON:
|
||||
case PORTALTYPE_HORIZON:
|
||||
horizon=UniqueHorizons.Get(horizon);
|
||||
portal=GLPortal::FindPortal(horizon);
|
||||
if (!portal) portal=new GLHorizonPortal(horizon);
|
||||
portal->AddLine(this);
|
||||
break;
|
||||
|
||||
case RENDERWALL_SKYBOX:
|
||||
case PORTALTYPE_SKYBOX:
|
||||
portal = GLPortal::FindPortal(skybox);
|
||||
if (!portal)
|
||||
{
|
||||
|
@ -181,12 +185,12 @@ void GLWall::PutWall(bool translucent)
|
|||
portal->AddLine(this);
|
||||
break;
|
||||
|
||||
case RENDERWALL_SECTORSTACK:
|
||||
case PORTALTYPE_SECTORSTACK:
|
||||
portal = this->portal->GetGLPortal();
|
||||
portal->AddLine(this);
|
||||
break;
|
||||
|
||||
case RENDERWALL_PLANEMIRROR:
|
||||
case PORTALTYPE_PLANEMIRROR:
|
||||
if (GLPortal::PlaneMirrorMode * planemirror->c <=0)
|
||||
{
|
||||
//@sync-portal
|
||||
|
@ -197,7 +201,7 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
break;
|
||||
|
||||
case RENDERWALL_MIRROR:
|
||||
case PORTALTYPE_MIRROR:
|
||||
portal=GLPortal::FindPortal(seg->linedef);
|
||||
if (!portal) portal=new GLMirrorPortal(seg->linedef);
|
||||
portal->AddLine(this);
|
||||
|
@ -209,7 +213,7 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
break;
|
||||
|
||||
case RENDERWALL_SKY:
|
||||
case PORTALTYPE_SKY:
|
||||
portal=GLPortal::FindPortal(sky);
|
||||
if (!portal) portal=new GLSkyPortal(sky);
|
||||
portal->AddLine(this);
|
||||
|
@ -217,26 +221,6 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Splits a wall vertically if a 3D-floor
|
||||
// creates different lighting across the wall
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
||||
{
|
||||
|
||||
if (glseg.x1==glseg.x2 && glseg.y1==glseg.y2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
lightlist=&frontsector->e->XFloor.lightlist;
|
||||
PutWall(translucent);
|
||||
lightlist = NULL;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -262,7 +246,6 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
}
|
||||
else
|
||||
{
|
||||
type = RENDERWALL_HORIZON;
|
||||
hi.plane.GetFromSector(fs, true);
|
||||
hi.lightlevel = gl_ClampLight(fs->GetCeilingLight());
|
||||
hi.colormap = fs->ColorMap;
|
||||
|
@ -277,7 +260,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
|
||||
if (gl_fixedcolormap) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutWall(0);
|
||||
PutPortal(PORTALTYPE_HORIZON);
|
||||
}
|
||||
ztop[1] = ztop[0] = zbottom[0];
|
||||
}
|
||||
|
@ -291,7 +274,6 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
}
|
||||
else
|
||||
{
|
||||
type = RENDERWALL_HORIZON;
|
||||
hi.plane.GetFromSector(fs, false);
|
||||
hi.lightlevel = gl_ClampLight(fs->GetFloorLight());
|
||||
hi.colormap = fs->ColorMap;
|
||||
|
@ -306,7 +288,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
|
||||
if (gl_fixedcolormap) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutWall(0);
|
||||
PutPortal(PORTALTYPE_HORIZON);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -516,7 +498,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
|||
|
||||
gltexture->GetTexCoordInfo(&tci, seg->sidedef->GetTextureXScale(texpos), seg->sidedef->GetTextureYScale(texpos));
|
||||
|
||||
type = (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors) ? RENDERWALL_MIRROR : _type;
|
||||
type = _type;
|
||||
|
||||
float floatceilingref = FIXED2FLOAT(ceilingrefheight + tci.RowOffset(seg->sidedef->GetTextureYOffset(texpos)));
|
||||
if (peg) floatceilingref += tci.mRenderHeight - FIXED2FLOAT(lh + v_offset);
|
||||
|
@ -524,13 +506,16 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
|||
if (!SetWallCoordinates(seg, &tci, floatceilingref, topleft, topright, bottomleft, bottomright,
|
||||
seg->sidedef->GetTextureXOffset(texpos))) return;
|
||||
|
||||
CheckTexturePosition();
|
||||
|
||||
// Add this wall to the render list
|
||||
sector_t * sec = sub? sub->sector : seg->frontsector;
|
||||
|
||||
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || !gltexture) PutWall(false);
|
||||
else SplitWall(sec, false);
|
||||
if (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors)
|
||||
{
|
||||
PutPortal(PORTALTYPE_MIRROR);
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckTexturePosition();
|
||||
// Add this wall to the render list
|
||||
PutWall(sub ? sub->sector : seg->frontsector, false);
|
||||
}
|
||||
|
||||
glseg=glsave;
|
||||
flags&=~GLT_CLAMPY;
|
||||
|
@ -728,12 +713,15 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
{
|
||||
flags |= GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER;
|
||||
type=RENDERWALL_FOGBOUNDARY;
|
||||
PutWall(true);
|
||||
if (!gltexture)
|
||||
FMaterial *savetex = gltexture;
|
||||
gltexture = NULL;
|
||||
PutWall(seg->frontsector, true);
|
||||
if (!savetex)
|
||||
{
|
||||
flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
|
||||
return;
|
||||
}
|
||||
gltexture = savetex;
|
||||
type=RENDERWALL_M2SNF;
|
||||
}
|
||||
else type=RENDERWALL_M2S;
|
||||
|
@ -818,8 +806,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// Draw the stuff
|
||||
//
|
||||
//
|
||||
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || !gltexture) split.PutWall(translucent);
|
||||
else split.SplitWall(realfront, translucent);
|
||||
split.PutWall(realfront, translucent);
|
||||
|
||||
t=1;
|
||||
}
|
||||
|
@ -827,13 +814,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
}
|
||||
else
|
||||
{
|
||||
//
|
||||
//
|
||||
// Draw the stuff without splitting
|
||||
//
|
||||
//
|
||||
if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || !gltexture) PutWall(translucent);
|
||||
else SplitWall(realfront, translucent);
|
||||
PutWall(realfront, translucent);
|
||||
}
|
||||
alpha=1.0f;
|
||||
}
|
||||
|
@ -941,11 +922,8 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
RenderStyle=STYLE_Normal;
|
||||
translucent=false;
|
||||
}
|
||||
|
||||
sector_t * sec = sub? sub->sector : seg->frontsector;
|
||||
|
||||
if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || !gltexture) PutWall(translucent);
|
||||
else SplitWall(sec, translucent);
|
||||
PutWall(sub? sub->sector : seg->frontsector, translucent);
|
||||
|
||||
alpha=1.0f;
|
||||
lightlevel = savelight;
|
||||
|
@ -1573,7 +1551,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
|
|||
type = RENDERWALL_BOTTOM;
|
||||
gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT);
|
||||
SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0);
|
||||
PutWall(false);
|
||||
PutWall(seg->frontsector, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue