mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- removed dependencies on GL-API related classes from gl_walls.cpp and gl_sky.cpp
Not complete yet, but at least the GLWall memberes no longer reference GLSceneDrawer and the implementation dependent parts of FDrawInfo.
This commit is contained in:
parent
bf81799701
commit
982776d48d
12 changed files with 143 additions and 139 deletions
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@ -23,16 +23,6 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
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void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cm, bool isadditive);
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inline bool gl_isBlack(PalEntry color)
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{
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return color.r + color.g + color.b == 0;
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}
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inline bool gl_isWhite(PalEntry color)
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{
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return color.r + color.g + color.b == 3*0xff;
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}
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#endif
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@ -168,7 +168,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
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GLWall wall(this);
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wall.sub = currentsubsector;
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wall.Process(seg, currentsector, backsector);
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wall.Process(gl_drawinfo, seg, currentsector, backsector);
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rendered_lines++;
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SetupWall.Unclock();
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@ -1013,6 +1013,7 @@ void FDrawInfo::StartDrawInfo(GLSceneDrawer *drawer)
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{
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FDrawInfo *di=di_list.GetNew();
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di->mDrawer = drawer;
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di->FixedColormap = drawer->FixedColormap;
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di->StartScene();
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}
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@ -1308,7 +1309,7 @@ void FDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
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{
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seg_t * seg=lowersegs[j];
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GLWall wall(mDrawer);
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wall.ProcessLowerMiniseg(seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
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wall.ProcessLowerMiniseg(this, seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
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rendered_lines++;
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}
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}
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@ -177,7 +177,10 @@ struct FDrawInfo : public HWDrawInfo
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FDrawInfo();
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~FDrawInfo();
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void AddWall(GLWall *wall);
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void AddWall(GLWall *wall) override;
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void AddMirrorSurface(GLWall *w) override;
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void ProcessActorsInPortal(FLinePortalSpan *glport) override;
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bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
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@ -1062,7 +1062,7 @@ void GLLineToLinePortal::DrawContents()
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void GLLineToLinePortal::RenderAttached()
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{
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drawer->RenderActorsInPortal(glport);
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gl_drawinfo->ProcessActorsInPortal(glport);
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}
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//-----------------------------------------------------------------------------
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@ -71,7 +71,6 @@ public:
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void DrawBlend(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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void RenderActorsInPortal(FLinePortalSpan *glport);
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sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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@ -108,9 +107,4 @@ public:
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{
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gl_SetFog(lightlevel, rellight, FixedColormap != CM_DEFAULT, cmap, isadditive);
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}
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inline bool isFullbright(PalEntry color, int lightlevel)
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{
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return FixedColormap != CM_DEFAULT || (gl_isWhite(color) && lightlevel == 255);
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}
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};
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@ -20,7 +20,6 @@
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_sky.h"
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#include "r_state.h"
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@ -108,7 +107,7 @@ void GLSkyInfo::init(int sky1, PalEntry FadeColor)
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//
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//==========================================================================
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void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
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void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowreflect)
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{
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int ptype = -1;
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@ -160,7 +159,7 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
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}
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if (ptype != -1)
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{
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PutPortal(ptype);
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PutPortal(di, ptype);
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}
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}
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@ -171,7 +170,7 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
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//
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//==========================================================================
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void GLWall::SkyLine(sector_t *fs, line_t *line)
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void GLWall::SkyLine(HWDrawInfo *di, sector_t *fs, line_t *line)
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{
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FSectorPortal *secport = line->GetTransferredPortal();
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GLSkyInfo skyinfo;
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@ -195,7 +194,7 @@ void GLWall::SkyLine(sector_t *fs, line_t *line)
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ztop[1] = zceil[1];
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zbottom[0] = zfloor[0];
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zbottom[1] = zfloor[1];
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PutPortal(ptype);
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PutPortal(di, ptype);
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}
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@ -205,17 +204,17 @@ void GLWall::SkyLine(sector_t *fs, line_t *line)
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//
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//==========================================================================
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void GLWall::SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2)
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void GLWall::SkyNormal(HWDrawInfo *di, sector_t * fs,vertex_t * v1,vertex_t * v2)
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{
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ztop[0]=ztop[1]=32768.0f;
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zbottom[0]=zceil[0];
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zbottom[1]=zceil[1];
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SkyPlane(fs, sector_t::ceiling, true);
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SkyPlane(di, fs, sector_t::ceiling, true);
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ztop[0]=zfloor[0];
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ztop[1]=zfloor[1];
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zbottom[0]=zbottom[1]=-32768.0f;
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SkyPlane(fs, sector_t::floor, true);
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SkyPlane(di, fs, sector_t::floor, true);
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}
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//==========================================================================
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@ -224,7 +223,7 @@ void GLWall::SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2)
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//
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//==========================================================================
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void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
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void GLWall::SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
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{
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if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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@ -254,7 +253,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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ztop[0]=ztop[1]=32768.0f;
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zbottom[0]=zbottom[1]=
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bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffset(side_t::mid);
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SkyPlane(fs, sector_t::ceiling, false);
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SkyPlane(di, fs, sector_t::ceiling, false);
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return;
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}
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}
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@ -308,7 +307,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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}
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SkyPlane(fs, sector_t::ceiling, true);
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SkyPlane(di, fs, sector_t::ceiling, true);
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}
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@ -318,7 +317,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
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//
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//==========================================================================
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void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
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void GLWall::SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
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{
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if (fs->GetTexture(sector_t::floor)==skyflatnum)
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{
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@ -386,6 +385,6 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
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ztop[1] = fs->floorplane.ZatPoint(v2);
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}
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SkyPlane(fs, sector_t::floor, true);
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SkyPlane(di, fs, sector_t::floor, true);
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}
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@ -307,7 +307,7 @@ void GLSprite::Draw(int pass)
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float minalpha=0.1f;
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// fog + fuzz don't work well without some fiddling with the alpha value!
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if (!gl_isBlack(Colormap.FadeColor))
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if (!Colormap.FadeColor.isBlack())
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{
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float dist=Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, x,y);
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int fogd = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.FogDensity);
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@ -361,7 +361,7 @@ void GLSprite::Draw(int pass)
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}
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if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;
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if (Colormap.FadeColor.isBlack()) foglevel=lightlevel;
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if (RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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@ -374,7 +374,7 @@ void GLSprite::Draw(int pass)
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if (!modelframe)
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{
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// non-black fog with subtractive style needs special treatment
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if (!gl_isBlack(Colormap.FadeColor))
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if (!Colormap.FadeColor.isBlack())
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{
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foglayer = true;
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// Due to the two-layer approach we need to force an alpha test that lets everything pass
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@ -553,7 +553,7 @@ void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
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copySprite.Colormap.Decolorize();
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}
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if (!gl_isWhite(ThingColor))
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if (!ThingColor.isWhite())
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{
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copySprite.Colormap.LightColor.r = (copySprite.Colormap.LightColor.r*ThingColor.r) >> 8;
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copySprite.Colormap.LightColor.g = (copySprite.Colormap.LightColor.g*ThingColor.g) >> 8;
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@ -1276,7 +1276,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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//
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//==========================================================================
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void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
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void FDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport)
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{
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TMap<AActor*, bool> processcheck;
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if (glport->validcount == validcount) return; // only process once per frame
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@ -1290,7 +1290,6 @@ void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
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// process only if the other side links back to this one.
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if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
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{
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for (portnode_t *node = port->lineportal_thinglist; node != nullptr; node = node->m_snext)
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{
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AActor *th = node->m_thing;
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@ -1319,8 +1318,8 @@ void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
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th->SetXYZ(newpos);
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th->Prev += newpos - savedpos;
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GLSprite spr(this);
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spr.Process(th, hw_FakeFlat(th->Sector, &fakesector, in_area, false), 2);
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GLSprite spr(mDrawer);
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spr.Process(th, hw_FakeFlat(th->Sector, &fakesector, mDrawer->in_area, false), 2);
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th->Angles.Yaw = savedangle;
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th->SetXYZ(savedpos);
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th->Prev -= newpos - savedpos;
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@ -107,6 +107,7 @@ struct GLSectorPlane
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};
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struct FDrawInfo;
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struct HWDrawInfo;
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class GLWall
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{
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@ -198,16 +199,16 @@ private:
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void CheckGlowing();
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bool PutWallCompat(int passflag);
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void PutWall(bool translucent);
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void PutPortal(int ptype);
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void PutWall(HWDrawInfo *di, bool translucent);
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void PutPortal(HWDrawInfo *di, int ptype);
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void CheckTexturePosition(FTexCoordInfo *tci);
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void RenderFogBoundaryCompat();
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void RenderLightsCompat(int pass);
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void Put3DWall(lightlist_t * lightlist, bool translucent);
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bool SplitWallComplex(sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright);
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void SplitWall(sector_t * frontsector, bool translucent);
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void Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent);
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bool SplitWallComplex(HWDrawInfo *di, sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright);
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void SplitWall(HWDrawInfo *di, sector_t * frontsector, bool translucent);
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void SetupLights();
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bool PrepareLight(ADynamicLight * light, int pass);
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@ -217,26 +218,25 @@ private:
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void FloodPlane(int pass);
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void SkyPlane(sector_t *sector, int plane, bool allowmirror);
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void SkyLine(sector_t *sec, line_t *line);
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void SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2);
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void SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
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void SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
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void SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowmirror);
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void SkyLine(HWDrawInfo *di, sector_t *sec, line_t *line);
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void SkyNormal(HWDrawInfo *di, sector_t * fs,vertex_t * v1,vertex_t * v2);
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void SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
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void SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
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void LightPass();
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void SetHorizon(vertex_t * ul, vertex_t * ur, vertex_t * ll, vertex_t * lr);
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bool DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
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bool DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
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bool SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float ceilingrefheight,
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float topleft, float topright, float bottomleft, float bottomright, float t_ofs);
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void DoTexture(int type,seg_t * seg,int peg,
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void DoTexture(HWDrawInfo *di, int type,seg_t * seg,int peg,
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float ceilingrefheight, float floorrefheight,
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float CeilingHeightstart,float CeilingHeightend,
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float FloorHeightstart,float FloorHeightend,
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float v_offset);
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void DoMidTexture(seg_t * seg, bool drawfogboundary,
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void DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
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sector_t * front, sector_t * back,
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sector_t * realfront, sector_t * realback,
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float fch1, float fch2, float ffh1, float ffh2,
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void GetPlanePos(F3DFloor::planeref * planeref, float & left, float & right);
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void BuildFFBlock(seg_t * seg, F3DFloor * rover,
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void BuildFFBlock(HWDrawInfo *di, seg_t * seg, F3DFloor * rover,
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float ff_topleft, float ff_topright,
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float ff_bottomleft, float ff_bottomright);
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void InverseFloors(seg_t * seg, sector_t * frontsector,
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void InverseFloors(HWDrawInfo *di, seg_t * seg, sector_t * frontsector,
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float topleft, float topright,
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float bottomleft, float bottomright);
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void ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
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void ClipFFloors(HWDrawInfo *di, seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
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float topleft, float topright,
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float bottomleft, float bottomright);
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void DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * backsector,
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void DoFFloorBlocks(HWDrawInfo *di, seg_t * seg, sector_t * frontsector, sector_t * backsector,
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float fch1, float fch2, float ffh1, float ffh2,
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float bch1, float bch2, float bfh1, float bfh2);
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return *this;
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}
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void Process(seg_t *seg, sector_t *frontsector, sector_t *backsector);
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void ProcessLowerMiniseg(seg_t *seg, sector_t *frontsector, sector_t *backsector);
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void Process(HWDrawInfo *di, seg_t *seg, sector_t *frontsector, sector_t *backsector);
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void ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t *frontsector, sector_t *backsector);
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void Draw(int pass);
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float PointOnSide(float x,float y)
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@ -20,7 +20,6 @@
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "a_sharedglobal.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 "gl/renderer/gl_lightdata.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/utility/gl_clock.h"
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@ -79,6 +79,14 @@ void FDrawInfo::AddWall(GLWall *wall)
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}
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}
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void FDrawInfo::AddMirrorSurface(GLWall *w)
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{
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w->type=RENDERWALL_MIRRORSURFACE;
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auto newwall = drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
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||||
*newwall = *w;
|
||||
|
||||
}
|
||||
|
||||
|
||||
const char GLWall::passflag[] = {
|
||||
0, //RENDERWALL_NONE,
|
||||
|
@ -98,7 +106,7 @@ const char GLWall::passflag[] = {
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::PutWall(bool translucent)
|
||||
void GLWall::PutWall(HWDrawInfo *di, bool translucent)
|
||||
{
|
||||
if (gltexture && gltexture->tex->GetTranslucency() && passflag[type] == 2)
|
||||
{
|
||||
|
@ -106,19 +114,22 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
if (translucent) flags |= GLWF_TRANSLUCENT;
|
||||
|
||||
if (mDrawer->FixedColormap)
|
||||
if (di->FixedColormap)
|
||||
{
|
||||
// light planes don't get drawn with fullbright rendering
|
||||
if (gltexture == NULL) return;
|
||||
Colormap.Clear();
|
||||
}
|
||||
if (mDrawer->isFullbright(Colormap.LightColor, lightlevel)) flags &= ~GLWF_GLOW;
|
||||
gl_drawinfo->AddWall(this);
|
||||
|
||||
if (di->FixedColormap != CM_DEFAULT || (Colormap.LightColor.isWhite() && lightlevel == 255))
|
||||
flags &= ~GLWF_GLOW;
|
||||
|
||||
di->AddWall(this);
|
||||
lightlist = NULL;
|
||||
vertcount = 0; // make sure that following parts of the same linedef do not get this one's vertex info.
|
||||
}
|
||||
|
||||
void GLWall::PutPortal(int ptype)
|
||||
void GLWall::PutPortal(HWDrawInfo *di, int ptype)
|
||||
{
|
||||
GLPortal * portal;
|
||||
|
||||
|
@ -168,9 +179,7 @@ void GLWall::PutPortal(int ptype)
|
|||
if (gl_mirror_envmap)
|
||||
{
|
||||
// draw a reflective layer over the mirror
|
||||
type=RENDERWALL_MIRRORSURFACE;
|
||||
auto newwall = gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
|
||||
*newwall = *this;
|
||||
di->AddMirrorSurface(this);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -181,7 +190,7 @@ void GLWall::PutPortal(int ptype)
|
|||
line_t *otherside = lineportal->lines[0]->mDestination;
|
||||
if (otherside != NULL && otherside->portalindex < level.linePortals.Size())
|
||||
{
|
||||
mDrawer->RenderActorsInPortal(otherside->getPortal()->mGroup);
|
||||
di->ProcessActorsInPortal(otherside->getPortal()->mGroup);
|
||||
}
|
||||
portal = new GLLineToLinePortal(lineportal);
|
||||
}
|
||||
|
@ -202,7 +211,7 @@ void GLWall::PutPortal(int ptype)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
|
||||
void GLWall::Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent)
|
||||
{
|
||||
// only modify the light level if it doesn't originate from the seg's frontsector. This is to account for light transferring effects
|
||||
if (lightlist->p_lightlevel != &seg->sidedef->sector->lightlevel)
|
||||
|
@ -212,7 +221,7 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
|
|||
// relative light won't get changed here. It is constant across the entire wall.
|
||||
|
||||
Colormap.CopyFrom3DLight(lightlist);
|
||||
PutWall(translucent);
|
||||
PutWall(di, translucent);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -222,7 +231,7 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright)
|
||||
bool GLWall::SplitWallComplex(HWDrawInfo *di, sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright)
|
||||
{
|
||||
// check for an intersection with the upper plane
|
||||
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
|
||||
|
@ -258,8 +267,8 @@ bool GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float& m
|
|||
copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
|
||||
copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
|
||||
|
||||
copyWall1.SplitWall(frontsector, translucent);
|
||||
copyWall2.SplitWall(frontsector, translucent);
|
||||
copyWall1.SplitWall(di, frontsector, translucent);
|
||||
copyWall2.SplitWall(di, frontsector, translucent);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -299,8 +308,8 @@ bool GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float& m
|
|||
copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
|
||||
copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
|
||||
|
||||
copyWall1.SplitWall(frontsector, translucent);
|
||||
copyWall2.SplitWall(frontsector, translucent);
|
||||
copyWall1.SplitWall(di, frontsector, translucent);
|
||||
copyWall2.SplitWall(di, frontsector, translucent);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -308,7 +317,7 @@ bool GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float& m
|
|||
return false;
|
||||
}
|
||||
|
||||
void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
||||
void GLWall::SplitWall(HWDrawInfo *di, sector_t * frontsector, bool translucent)
|
||||
{
|
||||
float maplightbottomleft;
|
||||
float maplightbottomright;
|
||||
|
@ -362,12 +371,12 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
|||
{
|
||||
// Use hardware clipping if this cannot be done cleanly.
|
||||
this->lightlist = &lightlist;
|
||||
PutWall(translucent);
|
||||
PutWall(di, translucent);
|
||||
|
||||
goto out;
|
||||
}
|
||||
// crappy fallback if no clip planes available
|
||||
else if (SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright))
|
||||
else if (SplitWallComplex(di, frontsector, translucent, maplightbottomleft, maplightbottomright))
|
||||
{
|
||||
goto out;
|
||||
}
|
||||
|
@ -376,7 +385,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
|||
// 3D floor is completely within this light
|
||||
if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1])
|
||||
{
|
||||
Put3DWall(&lightlist[i], translucent);
|
||||
Put3DWall(di, &lightlist[i], translucent);
|
||||
goto out;
|
||||
}
|
||||
|
||||
|
@ -393,7 +402,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
|||
(maplightbottomleft-copyWall1.ztop[0])*(copyWall1.tcs[LOLFT].v-copyWall1.tcs[UPLFT].v)/(zbottom[0]-copyWall1.ztop[0]);
|
||||
tcs[UPRGT].v=copyWall1.tcs[LORGT].v=copyWall1.tcs[UPRGT].v+
|
||||
(maplightbottomright-copyWall1.ztop[1])*(copyWall1.tcs[LORGT].v-copyWall1.tcs[UPRGT].v)/(zbottom[1]-copyWall1.ztop[1]);
|
||||
copyWall1.Put3DWall(&lightlist[i], translucent);
|
||||
copyWall1.Put3DWall(di, &lightlist[i], translucent);
|
||||
}
|
||||
if (ztop[0]==zbottom[0] && ztop[1]==zbottom[1])
|
||||
{
|
||||
|
@ -403,7 +412,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
|||
}
|
||||
}
|
||||
|
||||
Put3DWall(&lightlist[lightlist.Size()-1], translucent);
|
||||
Put3DWall(di, &lightlist[lightlist.Size()-1], translucent);
|
||||
|
||||
out:
|
||||
lightlevel=origlight;
|
||||
|
@ -419,7 +428,7 @@ out:
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
||||
bool GLWall::DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
||||
{
|
||||
GLHorizonInfo hi;
|
||||
lightlist_t * light;
|
||||
|
@ -435,7 +444,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
|
||||
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
|
||||
{
|
||||
SkyPlane(fs, sector_t::ceiling, false);
|
||||
SkyPlane(di, fs, sector_t::ceiling, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -452,9 +461,9 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
hi.colormap.CopyLight(light->extra_colormap);
|
||||
}
|
||||
|
||||
if (mDrawer->FixedColormap) hi.colormap.Clear();
|
||||
if (di->FixedColormap) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutPortal(PORTALTYPE_HORIZON);
|
||||
PutPortal(di, PORTALTYPE_HORIZON);
|
||||
}
|
||||
ztop[1] = ztop[0] = zbottom[0];
|
||||
}
|
||||
|
@ -464,7 +473,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
||||
if (fs->GetTexture(sector_t::floor) == skyflatnum)
|
||||
{
|
||||
SkyPlane(fs, sector_t::floor, false);
|
||||
SkyPlane(di, fs, sector_t::floor, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -481,9 +490,9 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
hi.colormap.CopyLight(light->extra_colormap);
|
||||
}
|
||||
|
||||
if (mDrawer->FixedColormap) hi.colormap.Clear();
|
||||
if (di->FixedColormap) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutPortal(PORTALTYPE_HORIZON);
|
||||
PutPortal(di, PORTALTYPE_HORIZON);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
@ -699,7 +708,7 @@ void GLWall::CheckTexturePosition(FTexCoordInfo *tci)
|
|||
// Handle one sided walls, upper and lower texture
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
||||
void GLWall::DoTexture(HWDrawInfo *di, int _type,seg_t * seg, int peg,
|
||||
float ceilingrefheight,float floorrefheight,
|
||||
float topleft,float topright,
|
||||
float bottomleft,float bottomright,
|
||||
|
@ -740,7 +749,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
|||
|
||||
if (seg->linedef->special == Line_Mirror && _type == RENDERWALL_M1S && gl_mirrors)
|
||||
{
|
||||
PutPortal(PORTALTYPE_MIRROR);
|
||||
PutPortal(di, PORTALTYPE_MIRROR);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -749,8 +758,8 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
|||
|
||||
// Add this wall to the render list
|
||||
sector_t * sec = sub ? sub->sector : seg->frontsector;
|
||||
if (sec->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) PutWall(false);
|
||||
else SplitWall(sec, false);
|
||||
if (sec->e->XFloor.lightlist.Size()==0 || di->FixedColormap) PutWall(di, false);
|
||||
else SplitWall(di, sec, false);
|
||||
}
|
||||
|
||||
glseg = glsave;
|
||||
|
@ -764,7 +773,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg,
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
||||
void GLWall::DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
|
||||
sector_t * front, sector_t * back,
|
||||
sector_t * realfront, sector_t * realback,
|
||||
float fch1, float fch2, float ffh1, float ffh2,
|
||||
|
@ -971,7 +980,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
type=RENDERWALL_FOGBOUNDARY;
|
||||
FMaterial *savetex = gltexture;
|
||||
gltexture = NULL;
|
||||
PutWall(true);
|
||||
PutWall(di, true);
|
||||
if (!savetex)
|
||||
{
|
||||
flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER);
|
||||
|
@ -1061,8 +1070,8 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// Draw the stuff
|
||||
//
|
||||
//
|
||||
if (front->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) split.PutWall(translucent);
|
||||
else split.SplitWall(front, translucent);
|
||||
if (front->e->XFloor.lightlist.Size()==0 || di->FixedColormap) split.PutWall(di, translucent);
|
||||
else split.SplitWall(di, front, translucent);
|
||||
|
||||
t=1;
|
||||
}
|
||||
|
@ -1075,8 +1084,8 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// Draw the stuff without splitting
|
||||
//
|
||||
//
|
||||
if (front->e->XFloor.lightlist.Size()==0 || mDrawer->FixedColormap) PutWall(translucent);
|
||||
else SplitWall(front, translucent);
|
||||
if (front->e->XFloor.lightlist.Size()==0 || di->FixedColormap) PutWall(di, translucent);
|
||||
else SplitWall(di, front, translucent);
|
||||
}
|
||||
alpha=1.0f;
|
||||
}
|
||||
|
@ -1092,7 +1101,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
||||
void GLWall::BuildFFBlock(HWDrawInfo *di, seg_t * seg, F3DFloor * rover,
|
||||
float ff_topleft, float ff_topright,
|
||||
float ff_bottomleft, float ff_bottomright)
|
||||
{
|
||||
|
@ -1108,7 +1117,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
|
||||
if (rover->flags&FF_FOG)
|
||||
{
|
||||
if (!mDrawer->FixedColormap)
|
||||
if (!di->FixedColormap)
|
||||
{
|
||||
// this may not yet be done
|
||||
light = P_GetPlaneLight(rover->target, rover->top.plane, true);
|
||||
|
@ -1187,8 +1196,8 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
|
||||
sector_t * sec = sub ? sub->sector : seg->frontsector;
|
||||
|
||||
if (sec->e->XFloor.lightlist.Size() == 0 || mDrawer->FixedColormap) PutWall(translucent);
|
||||
else SplitWall(sec, translucent);
|
||||
if (sec->e->XFloor.lightlist.Size() == 0 || di->FixedColormap) PutWall(di, translucent);
|
||||
else SplitWall(di, sec, translucent);
|
||||
|
||||
alpha = 1.0f;
|
||||
lightlevel = savelight;
|
||||
|
@ -1214,7 +1223,7 @@ __forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, float &left
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector,
|
||||
void GLWall::InverseFloors(HWDrawInfo *di, seg_t * seg, sector_t * frontsector,
|
||||
float topleft, float topright,
|
||||
float bottomleft, float bottomright)
|
||||
{
|
||||
|
@ -1252,7 +1261,7 @@ void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector,
|
|||
}
|
||||
if (ff_topleft < ff_bottomleft || ff_topright < ff_bottomright) continue;
|
||||
|
||||
BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
BuildFFBlock(di, seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
topleft = ff_bottomleft;
|
||||
topright = ff_bottomright;
|
||||
|
||||
|
@ -1265,7 +1274,7 @@ void GLWall::InverseFloors(seg_t * seg, sector_t * frontsector,
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
|
||||
void GLWall::ClipFFloors(HWDrawInfo *di, seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
|
||||
float topleft, float topright,
|
||||
float bottomleft, float bottomright)
|
||||
{
|
||||
|
@ -1316,7 +1325,7 @@ void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
|
|||
}
|
||||
else if (ff_topleft <= topleft && ff_topright <= topright)
|
||||
{
|
||||
BuildFFBlock(seg, ffloor, topleft, topright, ff_topleft, ff_topright);
|
||||
BuildFFBlock(di, seg, ffloor, topleft, topright, ff_topleft, ff_topright);
|
||||
if (ff_bottomleft <= bottomleft && ff_bottomright <= bottomright) return;
|
||||
topleft = ff_bottomleft;
|
||||
topright = ff_bottomright;
|
||||
|
@ -1331,7 +1340,7 @@ void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
|
|||
|
||||
done:
|
||||
// if the program reaches here there is one block left to draw
|
||||
BuildFFBlock(seg, ffloor, topleft, topright, bottomleft, bottomright);
|
||||
BuildFFBlock(di, seg, ffloor, topleft, topright, bottomleft, bottomright);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1339,7 +1348,7 @@ done:
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * backsector,
|
||||
void GLWall::DoFFloorBlocks(HWDrawInfo *di, seg_t * seg, sector_t * frontsector, sector_t * backsector,
|
||||
float fch1, float fch2, float ffh1, float ffh2,
|
||||
float bch1, float bch2, float bfh1, float bfh2)
|
||||
|
||||
|
@ -1401,13 +1410,13 @@ void GLWall::DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * back
|
|||
// do all inverse floors above the current one it there is a gap between the
|
||||
// last 3D floor and this one.
|
||||
if (topleft > ff_topleft && topright > ff_topright)
|
||||
InverseFloors(seg, frontsector, topleft, topright, ff_topleft, ff_topright);
|
||||
InverseFloors(di, seg, frontsector, topleft, topright, ff_topleft, ff_topright);
|
||||
|
||||
// if translucent or liquid clip away adjoining parts of the same type of FFloors on the other side
|
||||
if (rover->flags&(FF_SWIMMABLE | FF_TRANSLUCENT))
|
||||
ClipFFloors(seg, rover, frontsector, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
ClipFFloors(di, seg, rover, frontsector, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
else
|
||||
BuildFFBlock(seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
BuildFFBlock(di, seg, rover, ff_topleft, ff_topright, ff_bottomleft, ff_bottomright);
|
||||
|
||||
topleft = ff_bottomleft;
|
||||
topright = ff_bottomright;
|
||||
|
@ -1419,7 +1428,7 @@ void GLWall::DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * back
|
|||
if (frontsector->e->XFloor.ffloors.Size() > 0)
|
||||
{
|
||||
if (topleft > bottomleft || topright > bottomright)
|
||||
InverseFloors(seg, frontsector, topleft, topright, bottomleft, bottomright);
|
||||
InverseFloors(di, seg, frontsector, topleft, topright, bottomleft, bottomright);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1428,7 +1437,7 @@ void GLWall::DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * back
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
||||
void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
||||
{
|
||||
vertex_t * v1, *v2;
|
||||
float fch1;
|
||||
|
@ -1523,7 +1532,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
int rel = 0;
|
||||
int orglightlevel = gl_ClampLight(frontsector->lightlevel);
|
||||
bool foggy = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE); // fog disables fake contrast
|
||||
bool foggy = (!Colormap.FadeColor.isBlack() || level.flags&LEVEL_HASFADETABLE); // fog disables fake contrast
|
||||
lightlevel = gl_ClampLight(seg->sidedef->GetLightLevel(foggy, orglightlevel, false, &rel));
|
||||
if (orglightlevel >= 253) // with the software renderer fake contrast won't be visible above this.
|
||||
{
|
||||
|
@ -1554,8 +1563,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (seg->linedef->special == Line_Horizon)
|
||||
{
|
||||
SkyNormal(frontsector, v1, v2);
|
||||
DoHorizon(seg, frontsector, v1, v2);
|
||||
SkyNormal(di, frontsector, v1, v2);
|
||||
DoHorizon(di, seg, frontsector, v1, v2);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1564,7 +1573,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
if (!backsector || !(seg->linedef->flags&(ML_TWOSIDED | ML_3DMIDTEX))) // one sided
|
||||
{
|
||||
// sector's sky
|
||||
SkyNormal(frontsector, v1, v2);
|
||||
SkyNormal(di, frontsector, v1, v2);
|
||||
|
||||
if (seg->linedef->isVisualPortal())
|
||||
{
|
||||
|
@ -1573,11 +1582,11 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
ztop[1] = zceil[1];
|
||||
zbottom[0] = zfloor[0];
|
||||
zbottom[1] = zfloor[1];
|
||||
PutPortal(PORTALTYPE_LINETOLINE);
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE);
|
||||
}
|
||||
else if (seg->linedef->GetTransferredPortal())
|
||||
{
|
||||
SkyLine(frontsector, seg->linedef);
|
||||
SkyLine(di, frontsector, seg->linedef);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1585,7 +1594,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::mid), false, true);
|
||||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_M1S, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
DoTexture(di, RENDERWALL_M1S, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
crefz, frefz, // must come from the original!
|
||||
fch1, fch2, ffh1, ffh2, 0);
|
||||
}
|
||||
|
@ -1598,8 +1607,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
float bch1 = segback->ceilingplane.ZatPoint(v1);
|
||||
float bch2 = segback->ceilingplane.ZatPoint(v2);
|
||||
|
||||
SkyTop(seg, frontsector, backsector, v1, v2);
|
||||
SkyBottom(seg, frontsector, backsector, v1, v2);
|
||||
SkyTop(di, seg, frontsector, backsector, v1, v2);
|
||||
SkyBottom(di, seg, frontsector, backsector, v1, v2);
|
||||
|
||||
// upper texture
|
||||
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum || backsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
|
@ -1620,7 +1629,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::top), false, true);
|
||||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
DoTexture(di, RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
crefz, realback->GetPlaneTexZ(sector_t::ceiling),
|
||||
fch1, fch2, bch1a, bch2a, 0);
|
||||
}
|
||||
|
@ -1633,7 +1642,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::ceiling), false, true);
|
||||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
DoTexture(di, RENDERWALL_TOP, seg, (seg->linedef->flags & (ML_DONTPEGTOP)) == 0,
|
||||
crefz, realback->GetPlaneTexZ(sector_t::ceiling),
|
||||
fch1, fch2, bch1a, bch2a, 0);
|
||||
}
|
||||
|
@ -1643,7 +1652,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
// skip processing if the back is a malformed subsector
|
||||
if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
|
||||
{
|
||||
gl_drawinfo->AddUpperMissingTexture(seg->sidedef, sub, bch1a);
|
||||
di->AddUpperMissingTexture(seg->sidedef, sub, bch1a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1655,7 +1664,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
bool isportal = seg->linedef->isVisualPortal() && seg->sidedef == seg->linedef->sidedef[0];
|
||||
sector_t *backsec = isportal? seg->linedef->getPortalDestination()->frontsector : backsector;
|
||||
|
||||
bool drawfogboundary = mDrawer->FixedColormap == CM_DEFAULT && gl_CheckFog(frontsector, backsec);
|
||||
bool drawfogboundary = di->FixedColormap == CM_DEFAULT && gl_CheckFog(frontsector, backsec);
|
||||
FTexture *tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
|
||||
if (tex != NULL)
|
||||
{
|
||||
|
@ -1669,7 +1678,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (gltexture || drawfogboundary)
|
||||
{
|
||||
DoMidTexture(seg, drawfogboundary, frontsector, backsector, realfront, realback,
|
||||
DoMidTexture(di, seg, drawfogboundary, frontsector, backsector, realfront, realback,
|
||||
fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
||||
}
|
||||
|
||||
|
@ -1680,11 +1689,11 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
ztop[1] = bch2;
|
||||
zbottom[0] = bfh1;
|
||||
zbottom[1] = bfh2;
|
||||
PutPortal(PORTALTYPE_LINETOLINE);
|
||||
PutPortal(di, PORTALTYPE_LINETOLINE);
|
||||
}
|
||||
else if (backsector->e->XFloor.ffloors.Size() || frontsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
DoFFloorBlocks(seg, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
||||
DoFFloorBlocks(di, seg, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
||||
}
|
||||
|
||||
/* bottom texture */
|
||||
|
@ -1700,7 +1709,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
gltexture = FMaterial::ValidateTexture(seg->sidedef->GetTexture(side_t::bottom), false, true);
|
||||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
DoTexture(di, RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
realback->GetPlaneTexZ(sector_t::floor), frefz,
|
||||
bfh1, bfh2, ffh1, ffh2,
|
||||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
||||
|
@ -1719,7 +1728,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
gltexture = FMaterial::ValidateTexture(frontsector->GetTexture(sector_t::floor), false, true);
|
||||
if (gltexture)
|
||||
{
|
||||
DoTexture(RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
DoTexture(di, RENDERWALL_BOTTOM, seg, (seg->linedef->flags & ML_DONTPEGBOTTOM) > 0,
|
||||
realback->GetPlaneTexZ(sector_t::floor), frefz,
|
||||
bfh1, bfh2, ffh1, ffh2, frefz - crefz);
|
||||
}
|
||||
|
@ -1729,7 +1738,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
// skip processing if the back is a malformed subsector
|
||||
if (seg->PartnerSeg != NULL && !(seg->PartnerSeg->Subsector->hacked & 4))
|
||||
{
|
||||
gl_drawinfo->AddLowerMissingTexture(seg->sidedef, sub, bfh1);
|
||||
di->AddLowerMissingTexture(seg->sidedef, sub, bfh1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1742,7 +1751,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
||||
void GLWall::ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
||||
{
|
||||
if (frontsector->GetTexture(sector_t::floor) == skyflatnum) return;
|
||||
lightlist = NULL;
|
||||
|
@ -1794,7 +1803,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t *
|
|||
type = RENDERWALL_BOTTOM;
|
||||
gltexture->GetTexCoordInfo(&tci, 1.f, 1.f);
|
||||
SetWallCoordinates(seg, &tci, bfh, bfh, bfh, ffh, ffh, 0);
|
||||
PutWall(false);
|
||||
PutWall(di, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
#include "r_defs.h"
|
||||
|
||||
struct FSectorPortalGroup;
|
||||
class GLWall;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -58,6 +59,8 @@ struct HWDrawInfo
|
|||
uint8_t flags;
|
||||
};
|
||||
|
||||
int FixedColormap;
|
||||
|
||||
TArray<MissingTextureInfo> MissingUpperTextures;
|
||||
TArray<MissingTextureInfo> MissingLowerTextures;
|
||||
|
||||
|
@ -119,5 +122,10 @@ public:
|
|||
virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
|
||||
virtual void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) = 0;
|
||||
|
||||
virtual void AddWall(GLWall *w) = 0;
|
||||
virtual void AddMirrorSurface(GLWall *w) = 0;
|
||||
virtual void ProcessActorsInPortal(FLinePortalSpan *glport) = 0;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -47,6 +47,7 @@
|
|||
#include "m_fixed.h"
|
||||
#include "textures/warpbuffer.h"
|
||||
#include "hwrenderer/textures/hw_material.h"
|
||||
#include "hwrenderer/textures/hw_ihwtexture.h"
|
||||
|
||||
FTexture *CreateBrightmapTexture(FTexture*);
|
||||
|
||||
|
|
Loading…
Reference in a new issue