From a803b3d393e9973c8d7a44bb3f0a02d0336d4fef Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 24 Apr 2018 10:30:26 +0200 Subject: [PATCH] Split FDrawInfo in two Done so that the entire gl_renderhacks.cpp file can be moved out of the GL folder. Not cleaned up yet --- src/gl/renderer/gl_renderer.h | 10 +- src/gl/scene/gl_drawinfo.cpp | 12 +++ src/gl/scene/gl_drawinfo.h | 173 ++++++++++++++++++-------------- src/gl/scene/gl_renderhacks.cpp | 96 +++++++++--------- src/gl/scene/gl_scene.cpp | 4 +- 5 files changed, 157 insertions(+), 138 deletions(-) diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index fa87ada0a..c65314a61 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -234,13 +234,7 @@ public: static float GetZFar() { return 65536.f; } }; -enum area_t -{ - area_normal, - area_below, - area_above, - area_default -}; +enum area_t : int; // Global functions. Make them members of GLRenderer later? @@ -257,4 +251,4 @@ struct TexFilter_s extern FGLRenderer *GLRenderer; -#endif \ No newline at end of file +#endif diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index d87166361..9ea7aae9a 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -1307,3 +1307,15 @@ void FDrawInfo::FloodLowerGap(seg_t * seg) // Step3: Delete the stencil ClearFloodStencil(&ws); } + +// This was temporarily moved out of gl_renderhacks.cpp so that the dependency on GLWall could be eliminated until things have progressed a bit. +void FDrawInfo::ProcessLowerMinisegs(TArray &lowersegs) +{ + for(unsigned int j=0;jSubsector->render_sector, seg->PartnerSeg->Subsector->render_sector); + rendered_lines++; + } +} diff --git a/src/gl/scene/gl_drawinfo.h b/src/gl/scene/gl_drawinfo.h index 0a1ebf35f..fbb2f796f 100644 --- a/src/gl/scene/gl_drawinfo.h +++ b/src/gl/scene/gl_drawinfo.h @@ -18,10 +18,10 @@ enum DrawListType GLDL_MASKEDFLATS, GLDL_MASKEDWALLSOFS, GLDL_MODELS, - + GLDL_TRANSLUCENT, GLDL_TRANSLUCENTBORDER, - + GLDL_TYPES, }; @@ -31,16 +31,16 @@ enum DLDrawListType // These are organized so that the various multipass rendering modes have to be set as few times as possible GLLDL_WALLS_PLAIN, // dynamic lights on normal walls GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures - + GLLDL_FLATS_PLAIN, // dynamic lights on normal flats GLLDL_FLATS_MASKED, // dynamic lights on masked flats - + GLLDL_WALLS_FOG, // lights on fogged walls GLLDL_WALLS_FOGMASKED, // lights on fogged masked midtextures - + GLLDL_FLATS_FOG, // lights on fogged walls GLLDL_FLATS_FOGMASKED, // lights on fogged masked midtextures - + GLLDL_TYPES, }; @@ -52,7 +52,7 @@ enum Drawpasses GLPASS_PLAIN, // Main pass without dynamic lights GLPASS_DECALS, // Draws a decal GLPASS_TRANSLUCENT, // Draws translucent objects - + // these are only used with texture based dynamic lights GLPASS_BASE, // untextured base for dynamic lights GLPASS_BASE_MASKED, // same but with active texture @@ -60,7 +60,7 @@ enum Drawpasses GLPASS_TEXONLY, // finishing texture pass GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive) GLPASS_LIGHTTEX_FOGGY, // lighttexture pass on foggy surfaces (forces all lights to be additive) - + }; //========================================================================== @@ -76,7 +76,7 @@ struct GLDrawItem { GLDrawItemType rendertype; int index; - + GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {} }; @@ -88,8 +88,8 @@ struct SortNode SortNode * left; // left side of this node SortNode * equal; // equal to this node SortNode * right; // right side of this node - - + + void UnlinkFromChain(); void Link(SortNode * hook); void AddToEqual(SortNode * newnode); @@ -105,14 +105,14 @@ struct SortNode struct GLDrawList { -//private: + //private: TArray walls; TArray flats; TArray sprites; TArray drawitems; int SortNodeStart; SortNode * sorted; - + public: GLDrawList() { @@ -120,25 +120,25 @@ public: SortNodeStart=-1; sorted=NULL; } - + ~GLDrawList() { Reset(); } - + unsigned int Size() { return drawitems.Size(); } - + GLWall *NewWall(); GLFlat *NewFlat(); GLSprite *NewSprite(); void Reset(); void SortWalls(); void SortFlats(); - - + + void MakeSortList(); SortNode * FindSortPlane(SortNode * head); SortNode * FindSortWall(SortNode * head); @@ -174,18 +174,23 @@ struct gl_subsectorrendernode subsector_t * sub; }; - -struct FDrawInfo +enum area_t : int { + area_normal, + area_below, + area_above, + area_default +}; + +struct HWDrawInfo +{ + virtual ~HWDrawInfo() {} + struct wallseg { float x1, y1, z1, x2, y2, z2; }; - - bool temporary; - - - + struct MissingTextureInfo { seg_t * seg; @@ -193,93 +198,107 @@ struct FDrawInfo float Planez; float Planezfront; }; - + struct MissingSegInfo { seg_t * seg; - int MTI_Index; // tells us which MissingTextureInfo represents this seg. + int MTI_Index; // tells us which MissingTextureInfo represents this seg. }; - + struct SubsectorHackInfo { subsector_t * sub; uint8_t flags; }; - - GLSceneDrawer *mDrawer; - + + TArray MissingUpperTextures; + TArray MissingLowerTextures; + + TArray MissingUpperSegs; + TArray MissingLowerSegs; + + TArray SubsectorHacks; + + TArray otherfloorplanes; + TArray otherceilingplanes; + + TArray CeilingStacks; + TArray FloorStacks; + + TArray HandledSubsectors; + TArray sectorrenderflags; TArray ss_renderflags; TArray no_renderflags; - - TArray MissingUpperTextures; - TArray MissingLowerTextures; - - TArray MissingUpperSegs; - TArray MissingLowerSegs; - - TArray SubsectorHacks; - - TArray otherfloorplanes; - TArray otherceilingplanes; - - TArray CeilingStacks; - TArray FloorStacks; - - TArray HandledSubsectors; - - FDrawInfo * next; - GLDrawList drawlists[GLDL_TYPES]; - GLDrawList *dldrawlists = NULL; // only gets allocated when needed. - - FDrawInfo(); - ~FDrawInfo(); + + void ClearBuffers(); - - void AddWall(GLWall *wall); - bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only. - - bool DoOneSectorUpper(subsector_t * subsec, float planez); - bool DoOneSectorLower(subsector_t * subsec, float planez); - bool DoFakeBridge(subsector_t * subsec, float planez); - bool DoFakeCeilingBridge(subsector_t * subsec, float planez); - + + bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area); + bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area); + bool DoFakeBridge(subsector_t * subsec, float planez, area_t in_area); + bool DoFakeCeilingBridge(subsector_t * subsec, float planez, area_t in_area); + bool CheckAnchorFloor(subsector_t * sub); bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor); bool CheckAnchorCeiling(subsector_t * sub); bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor); - void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor); - void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor); - + void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area); + void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area); + void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight); void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight); - void HandleMissingTextures(); + void HandleMissingTextures(area_t in_area); void DrawUnhandledMissingTextures(); void AddHackedSubsector(subsector_t * sub); void HandleHackedSubsectors(); void AddFloorStack(sector_t * sec); void AddCeilingStack(sector_t * sec); - void ProcessSectorStacks(); - + void ProcessSectorStacks(area_t in_area); + void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node); void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node); + + virtual void FloodUpperGap(seg_t * seg) = 0; + virtual void FloodLowerGap(seg_t * seg) = 0; + virtual void ProcessLowerMinisegs(TArray &lowersegs) = 0; + +}; +struct FDrawInfo : public HWDrawInfo +{ + + GLSceneDrawer *mDrawer; + + + FDrawInfo * next; + GLDrawList drawlists[GLDL_TYPES]; + GLDrawList *dldrawlists = NULL; // only gets allocated when needed. + + FDrawInfo(); + ~FDrawInfo(); + + void AddWall(GLWall *wall); + bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only. + + void StartScene(); void SetupFloodStencil(wallseg * ws); void ClearFloodStencil(wallseg * ws); void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling); - void FloodUpperGap(seg_t * seg); - void FloodLowerGap(seg_t * seg); - + void FloodUpperGap(seg_t * seg) override; + void FloodLowerGap(seg_t * seg) override; + void ProcessLowerMinisegs(TArray &lowersegs) override; + static void StartDrawInfo(GLSceneDrawer *drawer); static void EndDrawInfo(); - + gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector) { if (sector mList; - + public: - + FDrawInfo *GetNew(); void Release(FDrawInfo *); }; @@ -303,4 +322,4 @@ extern FDrawInfo * gl_drawinfo; void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture); void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending); -#endif \ No newline at end of file +#endif diff --git a/src/gl/scene/gl_renderhacks.cpp b/src/gl/scene/gl_renderhacks.cpp index fff839c5e..9c1b1eb17 100644 --- a/src/gl/scene/gl_renderhacks.cpp +++ b/src/gl/scene/gl_renderhacks.cpp @@ -55,7 +55,7 @@ static subsector_t * viewsubsector; static TArray lowersegs; -void FDrawInfo::ClearBuffers() +void HWDrawInfo::ClearBuffers() { for(unsigned int i=0;i< otherfloorplanes.Size();i++) { @@ -98,7 +98,7 @@ void FDrawInfo::ClearBuffers() // //========================================================================== -void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node) +void HWDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node) { int oldcnt = otherfloorplanes.Size(); @@ -111,7 +111,7 @@ void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node) otherfloorplanes[sector] = node; } -void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node) +void HWDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node) { int oldcnt = otherceilingplanes.Size(); @@ -130,7 +130,7 @@ void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node) // Collects all sectors that might need a fake ceiling // //========================================================================== -void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight) +void HWDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight) { if (!side->segs[0]->backsector) return; @@ -186,7 +186,7 @@ void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Ba // Collects all sectors that might need a fake floor // //========================================================================== -void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight) +void HWDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight) { sector_t *backsec = side->segs[0]->backsector; if (!backsec) return; @@ -259,7 +259,7 @@ void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Ba // // //========================================================================== -bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) +bool HWDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez, area_t in_area) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion @@ -283,7 +283,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! - sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); + sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true); // Don't bother with slopes if (sec->ceilingplane.isSlope()) return false; @@ -304,7 +304,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) else return false; } } - if (!DoOneSectorUpper(backsub, Planez)) return false; + if (!DoOneSectorUpper(backsub, Planez, in_area)) return false; } // all checked ok. This subsector is part of the current fake plane @@ -317,7 +317,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) // // //========================================================================== -bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) +bool HWDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez, area_t in_area) { // Is there a one-sided wall in this subsector? // Do this first to avoid unnecessary recursion @@ -341,7 +341,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! - sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); + sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true); // Don't bother with slopes if (sec->floorplane.isSlope()) return false; @@ -362,7 +362,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) else return false; } } - if (!DoOneSectorLower(backsub, Planez)) return false; + if (!DoOneSectorLower(backsub, Planez, in_area)) return false; } // all checked ok. This sector is part of the current fake plane @@ -376,7 +376,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) // // //========================================================================== -bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) +bool HWDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez, area_t in_area) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion @@ -400,7 +400,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! - sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); + sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true); // Don't bother with slopes if (sec->floorplane.isSlope()) return false; @@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) // No texture checks though! if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue; } - if (!DoFakeBridge(backsub, Planez)) return false; + if (!DoFakeBridge(backsub, Planez, in_area)) return false; } // all checked ok. This sector is part of the current fake plane @@ -429,7 +429,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) // // //========================================================================== -bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) +bool HWDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez, area_t in_area) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion @@ -453,7 +453,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! - sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); + sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true); // Don't bother with slopes if (sec->ceilingplane.isSlope()) return false; @@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) // No texture checks though! if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue; } - if (!DoFakeCeilingBridge(backsub, Planez)) return false; + if (!DoFakeCeilingBridge(backsub, Planez, in_area)) return false; } // all checked ok. This sector is part of the current fake plane @@ -483,7 +483,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) // Draws the fake planes // //========================================================================== -void FDrawInfo::HandleMissingTextures() +void HWDrawInfo::HandleMissingTextures(area_t in_area) { sector_t fake; totalms.Clock(); @@ -501,7 +501,7 @@ void FDrawInfo::HandleMissingTextures() // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingUpperTextures[i].sub->validcount = validcount; - if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez)) + if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez, in_area)) { sector_t * sec = MissingUpperTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector @@ -542,11 +542,11 @@ void FDrawInfo::HandleMissingTextures() { // It isn't a hole. Now check whether it might be a fake bridge - sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, mDrawer->in_area, false); + sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false); float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling); backsub->validcount = validcount; - if (DoFakeCeilingBridge(backsub, planez)) + if (DoFakeCeilingBridge(backsub, planez, in_area)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list @@ -573,7 +573,7 @@ void FDrawInfo::HandleMissingTextures() // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingLowerTextures[i].sub->validcount = validcount; - if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez)) + if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez, in_area)) { sector_t * sec = MissingLowerTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector @@ -613,11 +613,11 @@ void FDrawInfo::HandleMissingTextures() { // It isn't a hole. Now check whether it might be a fake bridge - sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, mDrawer->in_area, false); + sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false); float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor); backsub->validcount = validcount; - if (DoFakeBridge(backsub, planez)) + if (DoFakeBridge(backsub, planez, in_area)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list @@ -645,7 +645,7 @@ void FDrawInfo::HandleMissingTextures() // //========================================================================== -void FDrawInfo::DrawUnhandledMissingTextures() +void HWDrawInfo::DrawUnhandledMissingTextures() { validcount++; for (int i = MissingUpperSegs.Size() - 1; i >= 0; i--) @@ -714,7 +714,7 @@ ADD_STAT(missingtextures) // //========================================================================== -void FDrawInfo::AddHackedSubsector(subsector_t * sub) +void HWDrawInfo::AddHackedSubsector(subsector_t * sub) { if (!(level.maptype == MAPTYPE_HEXEN)) { @@ -729,7 +729,7 @@ void FDrawInfo::AddHackedSubsector(subsector_t * sub) // //========================================================================== -bool FDrawInfo::CheckAnchorFloor(subsector_t * sub) +bool HWDrawInfo::CheckAnchorFloor(subsector_t * sub) { // This subsector has a one sided wall and can be used. if (sub->hacked==3) return true; @@ -768,7 +768,7 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub) // //========================================================================== -bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) +bool HWDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) { // mark it checked @@ -832,7 +832,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) // //========================================================================== -bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub) +bool HWDrawInfo::CheckAnchorCeiling(subsector_t * sub) { // This subsector has a one sided wall and can be used. if (sub->hacked==3) return true; @@ -871,7 +871,7 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub) // //========================================================================== -bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) +bool HWDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) { // mark it checked sub->validcount=validcount; @@ -931,7 +931,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) // //========================================================================== -void FDrawInfo::HandleHackedSubsectors() +void HWDrawInfo::HandleHackedSubsectors() { lowershcount=uppershcount=0; totalssms.Reset(); @@ -959,13 +959,7 @@ void FDrawInfo::HandleHackedSubsectors() node->sub = HandledSubsectors[j]; AddOtherFloorPlane(sub->render_sector->sectornum, node); } - if (inview) for(unsigned int j=0;jSubsector->render_sector, seg->PartnerSeg->Subsector->render_sector); - rendered_lines++; - } + if (inview) ProcessLowerMinisegs(lowersegs); lowershcount+=HandledSubsectors.Size(); } } @@ -1014,12 +1008,12 @@ ADD_STAT(sectorhacks) // //========================================================================== -void FDrawInfo::AddFloorStack(sector_t * sec) +void HWDrawInfo::AddFloorStack(sector_t * sec) { FloorStacks.Push(sec); } -void FDrawInfo::AddCeilingStack(sector_t * sec) +void HWDrawInfo::AddCeilingStack(sector_t * sec) { CeilingStacks.Push(sec); } @@ -1030,7 +1024,7 @@ void FDrawInfo::AddCeilingStack(sector_t * sec) // //========================================================================== -void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor) +void HWDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area) { // mark it checked sub->validcount=validcount; @@ -1042,7 +1036,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor) if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return; // Must be the exact same visplane - sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false); + sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false); if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || me->ceilingplane != anchor->ceilingplane || me->GetCeilingLight() != anchor->GetCeilingLight() || @@ -1063,7 +1057,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor) { subsector_t * backsub = seg->PartnerSeg->Subsector; - if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor); + if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor, in_area); } } } @@ -1074,7 +1068,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor) // //========================================================================== -void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor) +void HWDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area) { // mark it checked sub->validcount=validcount; @@ -1086,7 +1080,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor) if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return; // Must be the exact same visplane - sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false); + sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false); if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || me->floorplane != anchor->floorplane || me->GetFloorLight() != anchor->GetFloorLight() || @@ -1107,7 +1101,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor) { subsector_t * backsub = seg->PartnerSeg->Subsector; - if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor); + if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor, in_area); } } } @@ -1118,14 +1112,14 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor) // //========================================================================== -void FDrawInfo::ProcessSectorStacks() +void HWDrawInfo::ProcessSectorStacks(area_t in_area) { unsigned int i; validcount++; for (i=0;iin_area, false); + sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, in_area, false); auto portal = sec->GetPortalGroup(sector_t::ceiling); if (portal != NULL) for(int k=0;ksubsectorcount;k++) { @@ -1140,7 +1134,7 @@ void FDrawInfo::ProcessSectorStacks() { subsector_t * backsub = seg->PartnerSeg->Subsector; - if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec); + if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec, in_area); } } for(unsigned int j=0;jin_area, false); + sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, in_area, false); auto portal = sec->GetPortalGroup(sector_t::floor); if (portal != NULL) for(int k=0;ksubsectorcount;k++) { @@ -1184,7 +1178,7 @@ void FDrawInfo::ProcessSectorStacks() { subsector_t * backsub = seg->PartnerSeg->Subsector; - if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec); + if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec, in_area); } } diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 1b1f1d28b..3e9083037 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -269,9 +269,9 @@ void GLSceneDrawer::CreateScene() // These cannot be multithreaded when the time comes because all these depend // on the global 'validcount' variable. - gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures + gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water - gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks + gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks GLRenderer->mVBO->Unmap(); ProcessAll.Unclock();