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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
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commit
c3cc3637db
8 changed files with 46 additions and 32 deletions
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@ -156,6 +156,7 @@ static void I_DetectOS()
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case 10: name = "OS X Yosemite"; break;
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case 11: name = "OS X El Capitan"; break;
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case 12: name = "macOS Sierra"; break;
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case 13: name = "macOS High Sierra"; break;
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}
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char release[16] = "unknown";
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@ -942,7 +942,9 @@ void R_InitTranslationTables ()
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IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
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}
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FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
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for (i = 0; i < 256; ++i)
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remap->Remap[0] = 0;
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remap->Palette[0] = 0;
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for (i = 1; i < 256; ++i)
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{
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int r = GPalette.BaseColors[i].r;
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int g = GPalette.BaseColors[i].g;
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@ -955,7 +957,9 @@ void R_InitTranslationTables ()
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// The alphatexture translation. Since alphatextures use the red channel this is just a standard grayscale mapping.
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PushIdentityTable(TRANSLATION_Standard);
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remap = translationtables[TRANSLATION_Standard][8];
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for (i = 0; i < 256; i++)
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remap->Remap[0] = 0;
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remap->Palette[0] = 0;
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for (i = 1; i < 256; i++)
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{
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remap->Remap[i] = i;
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remap->Palette[i] = PalEntry(255, i, i, i);
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@ -3071,6 +3071,7 @@ FxExpression *FxMulDiv::Resolve(FCompileContext& ctx)
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}
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}
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ValueType = left->ValueType;
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break;
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}
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else if (right->IsVector() && left->IsNumeric())
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{
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@ -3085,8 +3086,9 @@ FxExpression *FxMulDiv::Resolve(FCompileContext& ctx)
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}
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}
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ValueType = right->ValueType;
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break;
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}
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break;
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// Incompatible operands, intentional fall-through
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default:
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// Vector modulus is not permitted
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@ -72,20 +72,6 @@
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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EXTERN_CVAR(Bool, r_drawvoxels);
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namespace { double sprite_distance_cull = 1e16; }
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CUSTOM_CVAR(Float, r_sprite_distance_cull, 5000.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (r_sprite_distance_cull > 0.0)
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{
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sprite_distance_cull = r_sprite_distance_cull * r_sprite_distance_cull;
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}
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else
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{
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sprite_distance_cull = 1e16;
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}
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}
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namespace swrenderer
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{
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RenderOpaquePass::RenderOpaquePass(RenderThread *thread) : renderline(thread)
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@ -950,10 +936,6 @@ namespace swrenderer
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
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return false;
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double distanceSquared = (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared();
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if (distanceSquared > sprite_distance_cull)
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return false;
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return true;
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}
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@ -134,13 +134,42 @@ namespace swrenderer
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void RenderTranslucentPass::DrawMaskedSingle(bool renew)
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{
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RenderPortal *renderportal = Thread->Portal.get();
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DrawSegmentList *drawseglist = Thread->DrawSegments.get();
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int numGroups = drawseglist->SegmentGroups.Size();
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for (int j = 0; j < numGroups; j++)
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drawseglist->SegmentGroups[j].GroupDrawn = false;
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auto &sortedSprites = Thread->SpriteList->SortedSprites;
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for (int i = sortedSprites.Size(); i > 0; i--)
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{
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if (sortedSprites[i - 1]->IsCurrentPortalUniq(renderportal->CurrentPortalUniq))
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VisibleSprite *sprite = sortedSprites[i - 1];
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// Draw the draw segments known to be behind us now.
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for (int j = numGroups; j > 0; j--)
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{
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sortedSprites[i - 1]->Render(Thread);
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auto &group = drawseglist->SegmentGroups[j - 1];
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if (!group.GroupDrawn && group.neardepth > sprite->DrawSegDepth())
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{
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for (unsigned int index = group.BeginIndex; index != group.EndIndex; index++)
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{
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DrawSegment *ds = drawseglist->Segment(index);
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if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq) continue;
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if (ds->fake) continue;
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if (ds->maskedtexturecol != nullptr || ds->bFogBoundary)
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{
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RenderDrawSegment renderer(Thread);
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renderer.Render(ds, ds->x1, ds->x2);
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}
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}
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group.GroupDrawn = true;
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}
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}
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if (sprite->IsCurrentPortalUniq(renderportal->CurrentPortalUniq))
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{
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sprite->Render(Thread);
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}
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}
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@ -151,7 +180,6 @@ namespace swrenderer
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Thread->Clip3D->fake3D |= FAKE3D_REFRESHCLIP;
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}
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DrawSegmentList *drawseglist = Thread->DrawSegments.get();
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for (unsigned int index = 0; index != drawseglist->SegmentsCount(); index++)
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{
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DrawSegment *ds = drawseglist->Segment(index);
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@ -63,6 +63,7 @@ namespace swrenderer
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short *sprbottomclip;
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unsigned int BeginIndex;
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unsigned int EndIndex;
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bool GroupDrawn;
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};
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class DrawSegmentList
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@ -296,7 +296,7 @@ namespace swrenderer
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for (unsigned int groupIndex = 0; groupIndex < segmentlist->SegmentGroups.Size(); groupIndex++)
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{
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auto &group = segmentlist->SegmentGroups[groupIndex];
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if (group.x1 >= x2 || group.x2 <= x1)
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if (group.x1 >= x2 || group.x2 <= x1 || group.neardepth > spr->depth)
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continue;
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if (group.fardepth < spr->depth)
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@ -335,11 +335,6 @@ namespace swrenderer
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{
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DrawSegment *ds = segmentlist->Segment(index);
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// [ZZ] portal handling here
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//if (ds->CurrentPortalUniq != spr->CurrentPortalUniq)
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// continue;
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// [ZZ] WARNING: uncommenting the two above lines, totally breaks sprite clipping
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// kg3D - no clipping on fake segs
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if (ds->fake) continue;
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// determine if the drawseg obscures the sprite
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@ -380,8 +375,7 @@ namespace swrenderer
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RenderPortal *renderportal = thread->Portal.get();
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// seg is behind sprite, so draw the mid texture if it has one
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq && // [ZZ] instead, portal uniq check is made here
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(ds->maskedtexturecol != nullptr || ds->bFogBoundary))
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq && (ds->maskedtexturecol != nullptr || ds->bFogBoundary))
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{
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2);
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@ -46,6 +46,8 @@ namespace swrenderer
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double SortDist2D() const { return DVector2(deltax, deltay).LengthSquared(); }
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float SortDist() const { return idepth; }
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float DrawSegDepth() const { return depth; }
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protected:
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virtual bool IsParticle() const { return false; }
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virtual bool IsVoxel() const { return false; }
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