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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- moved RenderPortal, too.
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parent
24d6b23042
commit
70f9507f16
7 changed files with 34 additions and 68 deletions
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@ -1,54 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl_load/gl_system.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "doomstat.h"
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#include "g_levellocals.h"
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#include "tarray.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hwrenderer/models/hw_models.h"
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void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
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{
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, gl_RenderState, usestencil);
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auto new_di = StartDrawInfo(Viewpoint, &VPUniforms);
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new_di->mCurrentPortal = gp;
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gl_RenderState.SetLightIndex(-1);
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gp->DrawContents(new_di, gl_RenderState);
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new_di->EndDrawInfo();
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screen->mVertexData->Bind(gl_RenderState);
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screen->mViewpoints->Bind(gl_RenderState, vpIndex);
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gp->RemoveStencil(this, gl_RenderState, usestencil);
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}
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@ -13,8 +13,6 @@
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struct FDrawInfo : public HWDrawInfo
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{
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void RenderPortal(HWPortal *p, bool stencil) override;
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void CreateScene();
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void DrawScene(int drawmode) override;
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void ProcessScene(bool toscreen = false);
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@ -172,7 +172,7 @@ void FDrawInfo::DrawScene(int drawmode)
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}
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glDepthMask(true);
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if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, this);
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if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, this, gl_RenderState);
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RenderScene(gl_RenderState);
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@ -190,7 +190,7 @@ void FDrawInfo::DrawScene(int drawmode)
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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screen->mPortalState->EndFrame(this);
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screen->mPortalState->EndFrame(this, gl_RenderState);
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recursion--;
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RenderTranslucent(gl_RenderState);
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}
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@ -37,6 +37,7 @@
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hw_clipper.h"
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@ -514,3 +515,24 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
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}
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//-----------------------------------------------------------------------------
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//
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// RenderTranslucent
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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{
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, state, usestencil);
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auto new_di = StartDrawInfo(Viewpoint, &VPUniforms);
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new_di->mCurrentPortal = gp;
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state.SetLightIndex(-1);
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gp->DrawContents(new_di, state);
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new_di->EndDrawInfo();
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screen->mVertexData->Bind(state);
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screen->mViewpoints->Bind(state, vpIndex);
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gp->RemoveStencil(this, state, usestencil);
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}
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@ -307,6 +307,7 @@ public:
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void RenderScene(FRenderState &state);
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void RenderTranslucent(FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
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bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
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@ -365,7 +366,6 @@ public:
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GLDecal *AddDecal(bool onmirror);
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virtual void RenderPortal(HWPortal *p, bool usestencil) = 0;
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virtual void DrawScene(int drawmode) = 0;
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};
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@ -78,7 +78,7 @@ static FString indent;
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//
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//-----------------------------------------------------------------------------
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void FPortalSceneState::EndFrame(HWDrawInfo *di)
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void FPortalSceneState::EndFrame(HWDrawInfo *di, FRenderState &state)
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{
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HWPortal * p;
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@ -96,7 +96,7 @@ void FPortalSceneState::EndFrame(HWDrawInfo *di)
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}
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if (p->lines.Size() > 0)
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{
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RenderPortal(p, true, di);
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RenderPortal(p, state, true, di);
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}
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delete p;
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}
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@ -118,7 +118,7 @@ void FPortalSceneState::EndFrame(HWDrawInfo *di)
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// the GPU and there's rarely more than one sky visible at a time.
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//
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//-----------------------------------------------------------------------------
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bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di)
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bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di, FRenderState &state)
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{
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HWPortal * p;
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HWPortal * best = nullptr;
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@ -147,7 +147,7 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
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if (best)
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{
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portals.Delete(bestindex);
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RenderPortal(best, false, outer_di);
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RenderPortal(best, state, false, outer_di);
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delete best;
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return true;
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}
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@ -155,9 +155,9 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
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}
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void FPortalSceneState::RenderPortal(HWPortal *p, bool usestencil, HWDrawInfo *outer_di)
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void FPortalSceneState::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil, HWDrawInfo *outer_di)
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{
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if (gl_portals) outer_di->RenderPortal(p, usestencil);
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if (gl_portals) outer_di->RenderPortal(p, state, usestencil);
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}
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@ -111,9 +111,9 @@ struct FPortalSceneState
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}
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void StartFrame();
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bool RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di);
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void EndFrame(HWDrawInfo *outer_di);
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void RenderPortal(HWPortal *p, bool usestencil, HWDrawInfo *outer_di);
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bool RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di, FRenderState &state);
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void EndFrame(HWDrawInfo *outer_di, FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil, HWDrawInfo *outer_di);
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};
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inline HWPortal::HWPortal(FPortalSceneState *s, bool local) : mState(s)
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