mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- GLFlat split into API-dependent and -independent data.
No resorting of the files yet.
This commit is contained in:
parent
d694e19f01
commit
c5641a0e72
15 changed files with 236 additions and 202 deletions
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@ -566,21 +566,21 @@ bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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//
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//==========================================================================
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bool GLFlat::PutFlatCompat(bool fog)
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bool FDrawInfo::PutFlatCompat(GLFlat *flat, bool fog)
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{
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// are lights possible?
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if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || !gltexture || renderstyle != STYLE_Translucent || alpha < 1.f - FLT_EPSILON || sector->lighthead == NULL) return false;
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if (FixedColormap != CM_DEFAULT || !gl_lights || !flat->gltexture || flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || flat->sector->lighthead == NULL) return false;
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static int list_indices[2][2] =
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{ { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } };
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bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
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bool foggy = CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
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bool foggy = CheckFog(&flat->Colormap, flat->lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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int list = list_indices[masked][foggy];
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auto newflat = gl_drawinfo->dldrawlists[list].NewFlat();
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*newflat = *this;
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*newflat = *flat;
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return true;
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}
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@ -645,7 +645,7 @@ void FDrawInfo::RenderFogBoundaryCompat(GLWall *wall)
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//
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//==========================================================================
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void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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void FDrawInfo::DrawSubsectorLights(GLFlat *flat, subsector_t * sub, int pass)
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{
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Plane p;
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FVector3 nearPt, up, right, t1;
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@ -666,14 +666,14 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if (((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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double planeh = flat->plane.plane.ZatPoint(light);
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if (((planeh<light->Z() && flat->ceiling) || (planeh>light->Z() && !flat->ceiling)))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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p.Set(flat->plane.plane.Normal(), flat->plane.plane.fD());
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, false, pass != GLPASS_LIGHTTEX))
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{
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node = node->nextLight;
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@ -686,7 +686,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fX();
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ptr->z = plane.plane.ZatPoint(vt) + dz;
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ptr->z = flat->plane.plane.ZatPoint(vt) + flat->dz;
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ptr->y = vt->fY();
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t1 = { ptr->x, ptr->z, ptr->y };
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FVector3 nearToVert = t1 - nearPt;
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@ -706,29 +706,29 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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//
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//==========================================================================
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void GLFlat::DrawLightsCompat(int pass)
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void FDrawInfo::DrawLightsCompat(GLFlat *flat, int pass)
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{
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gl_RenderState.Apply();
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// Draw the subsectors belonging to this sector
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for (int i = 0; i<sector->subsectorcount; i++)
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for (int i = 0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()] & renderflags)
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()] & flat->renderflags)
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{
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DrawSubsectorLights(sub, pass);
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DrawSubsectorLights(flat, sub, pass);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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DrawSubsectorLights(node->sub, pass);
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DrawSubsectorLights(flat, node->sub, pass);
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node = node->next;
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}
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}
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@ -26,6 +26,7 @@
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#include <string.h>
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#include "gl/system/gl_interface.h"
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#include "r_data/matrix.h"
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#include "hwrenderer/scene//hw_drawstructs.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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@ -34,6 +35,7 @@
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class FVertexBuffer;
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class FShader;
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struct GLSectorPlane;
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extern TArray<VSMatrix> gl_MatrixStack;
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EXTERN_CVAR(Bool, gl_direct_state_change)
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@ -530,6 +532,15 @@ public:
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// Backwards compatibility crap follows
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void ApplyFixedFunction();
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void DrawColormapOverlay();
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void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
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{
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if (gl_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
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{
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EnableTextureMatrix(true);
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}
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}
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};
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extern FRenderState gl_RenderState;
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@ -504,8 +504,8 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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srf |= SSRF_PROCESSED;
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SetupFlat.Clock();
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GLFlat flat(this);
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flat.ProcessSector(fakesector);
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GLFlat flat;
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flat.ProcessSector(gl_drawinfo, fakesector);
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SetupFlat.Unclock();
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}
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// mark subsector as processed - but mark for rendering only if it has an actual area.
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@ -708,7 +708,7 @@ void GLDrawList::DoDraw(int pass, int i, bool trans)
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{
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GLFlat * f= flats[drawitems[i].index];
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RenderFlat.Clock();
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f->Draw(pass, trans);
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gl_drawinfo->DrawFlat(f, pass, trans);
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RenderFlat.Unclock();
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}
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break;
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@ -862,7 +862,7 @@ void GLDrawList::DrawFlats(int pass)
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RenderFlat.Clock();
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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flats[drawitems[i].index]->Draw(pass, false);
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gl_drawinfo->DrawFlat(flats[drawitems[i].index], pass, false);
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}
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RenderFlat.Unclock();
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}
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@ -1154,7 +1154,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
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float fviewy = r_viewpoint.Pos.Y;
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float fviewz = r_viewpoint.Pos.Z;
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gl_SetPlaneTextureRotation(&plane, gltexture);
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gl_RenderState.SetPlaneTextureRotation(&plane, gltexture);
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gl_RenderState.Apply();
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float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
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@ -181,14 +181,19 @@ struct FDrawInfo : public HWDrawInfo
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void AddMirrorSurface(GLWall *w) override;
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GLDecal *AddDecal(bool onmirror) override;
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void AddPortal(GLWall *w, int portaltype) override;
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void AddFlat(GLFlat *flat, bool fog) override;
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void ProcessActorsInPortal(FLinePortalSpan *glport) override;
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std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) override;
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// Legacy GL only.
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bool PutWallCompat(GLWall *wall, int passflag);
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bool PutFlatCompat(GLFlat *flat, bool fog);
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void RenderFogBoundaryCompat(GLWall *wall);
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void RenderLightsCompat(GLWall *wall, int pass);
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void DrawSubsectorLights(GLFlat *flat, subsector_t * sub, int pass);
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void DrawLightsCompat(GLFlat *flat, int pass);
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void DrawDecal(GLDecal *gldecal);
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void DrawDecals();
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@ -209,6 +214,13 @@ struct FDrawInfo : public HWDrawInfo
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void RenderTexturedWall(GLWall *wall, int rflags);
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void DrawWall(GLWall *wall, int pass);
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// Flat drawer
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void DrawFlat(GLFlat *flat, int pass, bool trans); // trans only has meaning for GLPASS_LIGHTSONLY
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void DrawSkyboxSector(GLFlat *flat, int pass, bool processlights);
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void DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans);
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void ProcessLights(GLFlat *flat, bool istrans);
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void DrawSubsector(GLFlat *flat, subsector_t * sub);
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// These two may be moved to the API independent part of the renderer later.
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void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) override;
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extern FDrawInfo * gl_drawinfo;
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
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void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
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#endif
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@ -58,7 +58,7 @@ CVAR(Int, gl_breaksec, -1, 0)
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//
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//==========================================================================
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
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bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &dest)
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{
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// only manipulate the texture matrix if needed.
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if (!secplane->Offs.isZero() ||
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@ -81,13 +81,14 @@ void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
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float xscale2 = 64.f / gltexture->TextureWidth();
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float yscale2 = 64.f / gltexture->TextureHeight();
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(xscale1, yscale1, 1.0f);
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gl_RenderState.mTextureMatrix.translate(uoffs, voffs, 0.0f);
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gl_RenderState.mTextureMatrix.scale(xscale2, yscale2, 1.0f);
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gl_RenderState.mTextureMatrix.rotate(angle, 0.0f, 0.0f, 1.0f);
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gl_RenderState.EnableTextureMatrix(true);
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dest.loadIdentity();
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dest.scale(xscale1, yscale1, 1.0f);
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dest.translate(uoffs, voffs, 0.0f);
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dest.scale(xscale2, yscale2, 1.0f);
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dest.rotate(angle, 0.0f, 0.0f, 1.0f);
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return true;
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}
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return false;
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}
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@ -156,7 +157,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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//
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//==========================================================================
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void GLFlat::DrawSubsector(subsector_t * sub)
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void FDrawInfo::DrawSubsector(GLFlat *flat, subsector_t * sub)
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{
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if (gl.buffermethod != BM_DEFERRED)
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{
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@ -165,7 +166,7 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fX();
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ptr->z = plane.plane.ZatPoint(vt) + dz;
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ptr->z = flat->plane.plane.ZatPoint(vt) + flat->dz;
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ptr->y = vt->fY();
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ptr->u = vt->fX() / 64.f;
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ptr->v = -vt->fY() / 64.f;
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@ -190,7 +191,7 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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for (unsigned int x = 0; x < 4; x++)
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{
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vertex_t *vt = sub->firstline[vi[x]].v1;
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qd.Set(x, vt->fX(), plane.plane.ZatPoint(vt) + dz, vt->fY(), vt->fX() / 64.f, -vt->fY() / 64.f);
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qd.Set(x, vt->fX(), flat->plane.plane.ZatPoint(vt) + flat->dz, vt->fY(), vt->fX() / 64.f, -vt->fY() / 64.f);
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}
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qd.Render(GL_TRIANGLE_FAN);
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}
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@ -207,30 +208,30 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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//
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//==========================================================================
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void GLFlat::ProcessLights(bool istrans)
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void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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{
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dynlightindex = GLRenderer->mLights->GetIndexPtr();
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flat->dynlightindex = GLRenderer->mLights->GetIndexPtr();
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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for (int i=0; i< flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]&renderflags || istrans)
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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flat->SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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flat->SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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node = node->next;
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}
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}
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@ -243,21 +244,21 @@ void GLFlat::ProcessLights(bool istrans)
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//
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//==========================================================================
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void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans)
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{
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int dli = dynlightindex;
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int dli = flat->dynlightindex;
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gl_RenderState.Apply();
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if (vboindex >= 0)
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if (flat->vboindex >= 0)
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{
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int index = vboindex;
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for (int i=0; i<sector->subsectorcount; i++)
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int index = flat->vboindex;
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]&renderflags || istrans)
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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@ -271,28 +272,28 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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{
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// Draw the subsectors belonging to this sector
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// (can this case even happen?)
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for (int i=0; i<sector->subsectorcount; i++)
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]&renderflags || istrans)
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(flat, sub);
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}
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(node->sub);
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if (processlights) flat->SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(flat, node->sub);
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node = node->next;
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}
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||||
}
|
||||
|
@ -308,13 +309,13 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::DrawSkyboxSector(int pass, bool processlights)
|
||||
void FDrawInfo::DrawSkyboxSector(GLFlat *flat, int pass, bool processlights)
|
||||
{
|
||||
|
||||
float minx = FLT_MAX, miny = FLT_MAX;
|
||||
float maxx = -FLT_MAX, maxy = -FLT_MAX;
|
||||
|
||||
for (auto ln : sector->Lines)
|
||||
for (auto ln : flat->sector->Lines)
|
||||
{
|
||||
float x = ln->v1->fX();
|
||||
float y = ln->v1->fY();
|
||||
|
@ -330,10 +331,10 @@ void GLFlat::DrawSkyboxSector(int pass, bool processlights)
|
|||
if (y > maxy) maxy = y;
|
||||
}
|
||||
|
||||
float z = plane.plane.ZatPoint(0., 0.) + dz;
|
||||
float z = flat->plane.plane.ZatPoint(0., 0.) + flat->dz;
|
||||
static float uvals[] = { 0, 0, 1, 1 };
|
||||
static float vvals[] = { 1, 0, 0, 1 };
|
||||
int rot = -xs_FloorToInt(plane.Angle / 90.f);
|
||||
int rot = -xs_FloorToInt(flat->plane.Angle / 90.f);
|
||||
|
||||
FQuadDrawer qd;
|
||||
|
||||
|
@ -353,7 +354,7 @@ void GLFlat::DrawSkyboxSector(int pass, bool processlights)
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIGHTSONLY
|
||||
void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has meaning for GLPASS_LIGHTSONLY
|
||||
{
|
||||
int rel = getExtraLight();
|
||||
|
||||
|
@ -364,128 +365,142 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
|
|||
}
|
||||
#endif
|
||||
|
||||
auto &plane = flat->plane;
|
||||
gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
|
||||
|
||||
switch (pass)
|
||||
{
|
||||
case GLPASS_PLAIN: // Single-pass rendering
|
||||
case GLPASS_ALL: // Same, but also creates the dynlight data.
|
||||
mDrawer->SetColor(lightlevel, rel, Colormap,1.0f);
|
||||
mDrawer->SetFog(lightlevel, rel, &Colormap, false);
|
||||
if (!gltexture->tex->isFullbright())
|
||||
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
|
||||
if (sector->special != GLSector_Skybox)
|
||||
mDrawer->SetColor(flat->lightlevel, rel, flat->Colormap,1.0f);
|
||||
mDrawer->SetFog(flat->lightlevel, rel, &flat->Colormap, false);
|
||||
if (!flat->gltexture->tex->isFullbright())
|
||||
gl_RenderState.SetObjectColor(flat->FlatColor | 0xff000000);
|
||||
if (flat->sector->special != GLSector_Skybox)
|
||||
{
|
||||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
|
||||
gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
|
||||
DrawSubsectors(flat, pass, (pass == GLPASS_ALL || flat->dynlightindex > -1), false);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
|
||||
DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
|
||||
gl_RenderState.SetMaterial(flat->gltexture, CLAMP_XY, 0, -1, false);
|
||||
DrawSkyboxSector(flat, pass, (pass == GLPASS_ALL || flat->dynlightindex > -1));
|
||||
}
|
||||
gl_RenderState.SetObjectColor(0xffffffff);
|
||||
break;
|
||||
|
||||
case GLPASS_LIGHTSONLY:
|
||||
if (!trans || gltexture)
|
||||
if (!trans || flat->gltexture)
|
||||
{
|
||||
ProcessLights(trans);
|
||||
ProcessLights(flat, trans);
|
||||
}
|
||||
break;
|
||||
|
||||
case GLPASS_TRANSLUCENT:
|
||||
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
mDrawer->SetColor(lightlevel, rel, Colormap, alpha);
|
||||
mDrawer->SetFog(lightlevel, rel, &Colormap, false);
|
||||
if (!gltexture || !gltexture->tex->isFullbright())
|
||||
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
|
||||
if (!gltexture)
|
||||
if (flat->renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
mDrawer->SetColor(flat->lightlevel, rel, flat->Colormap, flat->alpha);
|
||||
mDrawer->SetFog(flat->lightlevel, rel, &flat->Colormap, false);
|
||||
if (!flat->gltexture || !flat->gltexture->tex->isFullbright())
|
||||
gl_RenderState.SetObjectColor(flat->FlatColor | 0xff000000);
|
||||
if (!flat->gltexture)
|
||||
{
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
DrawSubsectors(pass, false, true);
|
||||
DrawSubsectors(flat, pass, false, true);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
||||
if (!flat->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
||||
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, !gl.legacyMode && (gl.lightmethod == LM_DIRECT || dynlightindex > -1), true);
|
||||
gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
|
||||
DrawSubsectors(flat, pass, !gl.legacyMode && (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1), true);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
}
|
||||
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
if (flat->renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.SetObjectColor(0xffffffff);
|
||||
break;
|
||||
|
||||
case GLPASS_LIGHTTEX:
|
||||
case GLPASS_LIGHTTEX_ADDITIVE:
|
||||
case GLPASS_LIGHTTEX_FOGGY:
|
||||
DrawLightsCompat(pass);
|
||||
DrawLightsCompat(flat, pass);
|
||||
break;
|
||||
|
||||
case GLPASS_TEXONLY:
|
||||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, false, false);
|
||||
gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
|
||||
DrawSubsectors(flat, pass, false, false);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GLFlat::PutFlat
|
||||
// FDrawInfo::AddFlat
|
||||
//
|
||||
// Checks texture, lighting and translucency settings and puts this
|
||||
// plane in the appropriate render list.
|
||||
//
|
||||
//==========================================================================
|
||||
inline void GLFlat::PutFlat(bool fog)
|
||||
|
||||
void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
|
||||
{
|
||||
int list;
|
||||
|
||||
if (mDrawer->FixedColormap)
|
||||
{
|
||||
Colormap.Clear();
|
||||
}
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
if (PutFlatCompat(fog)) return;
|
||||
if (PutFlatCompat(flat, fog)) return;
|
||||
}
|
||||
if (renderstyle!=STYLE_Translucent || alpha < 1.f - FLT_EPSILON || fog || gltexture == NULL)
|
||||
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
|
||||
{
|
||||
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
|
||||
list = (renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
|
||||
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
|
||||
}
|
||||
else if (gltexture->tex->GetTranslucency())
|
||||
else if (flat->gltexture->tex->GetTranslucency())
|
||||
{
|
||||
if (stack)
|
||||
if (flat->stack)
|
||||
{
|
||||
list = GLDL_TRANSLUCENTBORDER;
|
||||
}
|
||||
else if ((renderflags&SSRF_RENDER3DPLANES) && !plane.plane.isSlope())
|
||||
else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
|
||||
{
|
||||
list = GLDL_TRANSLUCENT;
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
list = GLDL_PLAINFLATS;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
|
||||
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
|
||||
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
|
||||
}
|
||||
dynlightindex = -1; // make sure this is always initialized to something proper.
|
||||
auto newflat = gl_drawinfo->drawlists[list].NewFlat();
|
||||
*newflat = *this;
|
||||
*newflat = *flat;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GLFlat::PutFlat
|
||||
//
|
||||
// submit to the renderer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
|
||||
{
|
||||
if (di->FixedColormap)
|
||||
{
|
||||
Colormap.Clear();
|
||||
}
|
||||
dynlightindex = -1; // make sure this is always initialized to something proper.
|
||||
di->AddFlat(this, fog);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -497,7 +512,7 @@ inline void GLFlat::PutFlat(bool fog)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::Process(sector_t * model, int whichplane, bool fog)
|
||||
void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
|
||||
{
|
||||
plane.GetFromSector(model, whichplane);
|
||||
if (whichplane != int(ceiling))
|
||||
|
@ -528,7 +543,7 @@ void GLFlat::Process(sector_t * model, int whichplane, bool fog)
|
|||
|
||||
z = plane.plane.ZatPoint(0.f, 0.f);
|
||||
|
||||
PutFlat(fog);
|
||||
PutFlat(di, fog);
|
||||
rendered_flats++;
|
||||
}
|
||||
|
||||
|
@ -578,7 +593,7 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLFlat::ProcessSector(sector_t * frontsector)
|
||||
void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
|
||||
{
|
||||
lightlist_t * light;
|
||||
FSectorPortal *port;
|
||||
|
@ -595,7 +610,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
extsector_t::xfloor &x = sector->e->XFloor;
|
||||
dynlightindex = -1;
|
||||
|
||||
uint8_t &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];
|
||||
uint8_t &srf = di->sectorrenderflags[sector->sectornum];
|
||||
|
||||
//
|
||||
//
|
||||
|
@ -618,7 +633,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
if (port->mType == PORTS_STACKEDSECTORTHING)
|
||||
{
|
||||
gl_drawinfo->AddFloorStack(sector); // stacked sector things require visplane merging.
|
||||
di->AddFloorStack(sector); // stacked sector things require visplane merging.
|
||||
}
|
||||
alpha = frontsector->GetAlpha(sector_t::floor);
|
||||
}
|
||||
|
@ -653,7 +668,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
Process(frontsector, sector_t::floor, false);
|
||||
Process(di, frontsector, sector_t::floor, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -678,7 +693,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
if (port->mType == PORTS_STACKEDSECTORTHING)
|
||||
{
|
||||
gl_drawinfo->AddCeilingStack(sector);
|
||||
di->AddCeilingStack(sector);
|
||||
}
|
||||
alpha = frontsector->GetAlpha(sector_t::ceiling);
|
||||
}
|
||||
|
@ -713,7 +728,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
Process(frontsector, sector_t::ceiling, false);
|
||||
Process(di, frontsector, sector_t::ceiling, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -749,7 +764,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
|
||||
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
||||
{
|
||||
if (rover->flags&FF_FOG && mDrawer->FixedColormap) continue;
|
||||
if (rover->flags&FF_FOG && di->FixedColormap) continue;
|
||||
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
||||
{
|
||||
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
||||
|
@ -759,7 +774,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_top;
|
||||
}
|
||||
|
@ -773,7 +788,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastceilingheight = ff_bottom;
|
||||
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
|
||||
|
@ -789,7 +804,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
|
||||
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
||||
{
|
||||
if (rover->flags&FF_FOG && mDrawer->FixedColormap) continue;
|
||||
if (rover->flags&FF_FOG && di->FixedColormap) continue;
|
||||
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
||||
{
|
||||
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
|
@ -806,7 +821,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
Colormap = rover->GetColormap();
|
||||
}
|
||||
|
||||
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_bottom;
|
||||
}
|
||||
|
@ -820,7 +835,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
||||
Colormap.FadeColor = frontsector->Colormap.FadeColor;
|
||||
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
||||
}
|
||||
lastfloorheight = ff_top;
|
||||
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
|
||||
|
|
|
@ -1185,7 +1185,7 @@ void GLHorizonPortal::DrawContents()
|
|||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_RenderState.SetObjectColor(origin->specialcolor);
|
||||
|
||||
gl_SetPlaneTextureRotation(sp, gltexture);
|
||||
gl_RenderState.SetPlaneTextureRotation(sp, gltexture);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||||
gl_RenderState.Apply();
|
||||
|
|
|
@ -38,6 +38,7 @@
|
|||
#include "gl/shaders/gl_shader.h"
|
||||
|
||||
|
||||
EXTERN_CVAR(Float, skyoffset)
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -34,73 +34,6 @@ struct FDynLightData;
|
|||
struct FDrawInfo;
|
||||
struct HWDrawInfo;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One flat plane in the draw list
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class GLFlat
|
||||
{
|
||||
public:
|
||||
friend struct GLDrawList;
|
||||
|
||||
GLSceneDrawer *mDrawer;
|
||||
sector_t * sector;
|
||||
float dz; // z offset for rendering hacks
|
||||
float z; // the z position of the flat (only valid for non-sloped planes)
|
||||
FMaterial *gltexture;
|
||||
|
||||
FColormap Colormap; // light and fog
|
||||
PalEntry FlatColor;
|
||||
ERenderStyle renderstyle;
|
||||
|
||||
float alpha;
|
||||
GLSectorPlane plane;
|
||||
int lightlevel;
|
||||
bool stack;
|
||||
bool ceiling;
|
||||
uint8_t renderflags;
|
||||
int vboindex;
|
||||
//int vboheight;
|
||||
|
||||
int dynlightindex;
|
||||
|
||||
GLFlat(GLSceneDrawer *drawer)
|
||||
{
|
||||
mDrawer = drawer;
|
||||
}
|
||||
// compatibility fallback stuff.
|
||||
void DrawSubsectorLights(subsector_t * sub, int pass);
|
||||
void DrawLightsCompat(int pass);
|
||||
bool PutFlatCompat(bool fog);
|
||||
|
||||
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
|
||||
void DrawSubsector(subsector_t * sub);
|
||||
void DrawSkyboxSector(int pass, bool processlights);
|
||||
void DrawSubsectors(int pass, bool processlights, bool istrans);
|
||||
void ProcessLights(bool istrans);
|
||||
|
||||
void PutFlat(bool fog = false);
|
||||
void Process(sector_t * model, int whichplane, bool notexture);
|
||||
void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
|
||||
void ProcessSector(sector_t * frontsector);
|
||||
void Draw(int pass, bool trans);
|
||||
|
||||
GLFlat(const GLFlat &other)
|
||||
{
|
||||
memcpy(this, &other, sizeof(GLFlat));
|
||||
}
|
||||
|
||||
GLFlat & operator=(const GLFlat &other)
|
||||
{
|
||||
memcpy(this, &other, sizeof(GLFlat));
|
||||
return *this;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One sprite in the draw list
|
||||
|
|
|
@ -6,6 +6,7 @@ struct FSectorPortalGroup;
|
|||
struct FLinePortalSpan;
|
||||
struct FFlatVertex;
|
||||
class GLWall;
|
||||
class GLFlat;
|
||||
struct GLDecal;
|
||||
|
||||
//==========================================================================
|
||||
|
@ -128,6 +129,8 @@ public:
|
|||
virtual void AddWall(GLWall *w) = 0;
|
||||
virtual void AddPortal(GLWall *w, int portaltype) = 0;
|
||||
virtual void AddMirrorSurface(GLWall *w) = 0;
|
||||
virtual void AddFlat(GLFlat *flat, bool fog) = 0;
|
||||
|
||||
virtual GLDecal *AddDecal(bool onmirror) = 0;
|
||||
virtual void ProcessActorsInPortal(FLinePortalSpan *glport) = 0;
|
||||
virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;
|
||||
|
|
|
@ -22,6 +22,7 @@ struct FSectorPortalGroup;
|
|||
struct FFlatVertex;
|
||||
struct FLinePortalSpan;
|
||||
struct FDynLightData;
|
||||
class VSMatrix;
|
||||
|
||||
enum WallTypes
|
||||
{
|
||||
|
@ -281,6 +282,59 @@ public:
|
|||
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One flat plane in the draw list
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class GLFlat
|
||||
{
|
||||
public:
|
||||
sector_t * sector;
|
||||
float dz; // z offset for rendering hacks
|
||||
float z; // the z position of the flat (only valid for non-sloped planes)
|
||||
FMaterial *gltexture;
|
||||
|
||||
FColormap Colormap; // light and fog
|
||||
PalEntry FlatColor;
|
||||
ERenderStyle renderstyle;
|
||||
|
||||
float alpha;
|
||||
GLSectorPlane plane;
|
||||
int lightlevel;
|
||||
bool stack;
|
||||
bool ceiling;
|
||||
uint8_t renderflags;
|
||||
int vboindex;
|
||||
//int vboheight;
|
||||
|
||||
int dynlightindex;
|
||||
|
||||
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
|
||||
|
||||
void PutFlat(HWDrawInfo *di, bool fog = false);
|
||||
void Process(HWDrawInfo *di, sector_t * model, int whichplane, bool notexture);
|
||||
void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
|
||||
void ProcessSector(HWDrawInfo *di, sector_t * frontsector);
|
||||
|
||||
GLFlat() {}
|
||||
|
||||
GLFlat(const GLFlat &other)
|
||||
{
|
||||
memcpy(this, &other, sizeof(GLFlat));
|
||||
}
|
||||
|
||||
GLFlat & operator=(const GLFlat &other)
|
||||
{
|
||||
memcpy(this, &other, sizeof(GLFlat));
|
||||
return *this;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -311,3 +365,5 @@ inline float Dist2(float x1,float y1,float x2,float y2)
|
|||
{
|
||||
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
|
||||
}
|
||||
|
||||
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &mat);
|
||||
|
|
|
@ -70,8 +70,6 @@
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
CVAR(Float, skyoffset, 0, 0) // for testing
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -48,6 +48,7 @@
|
|||
|
||||
bool GLWall::SetupLights(FDynLightData &lightdata)
|
||||
{
|
||||
if (screen->hwcaps & RFL_NO_SHADERS) return false; // useless in OpenGL 2.
|
||||
if (RenderStyle == STYLE_Add && !level.lightadditivesurfaces) return false; // no lights on additively blended surfaces.
|
||||
|
||||
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
|
||||
|
|
|
@ -30,6 +30,9 @@
|
|||
#include "g_levellocals.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
|
||||
EXTERN_CVAR(Float, skyoffset)
|
||||
|
||||
|
||||
PolySkyDome::PolySkyDome()
|
||||
{
|
||||
CreateDome();
|
||||
|
@ -212,7 +215,6 @@ Mat4f PolySkyDome::GLSkyMath()
|
|||
float y_offset = 0.0f;
|
||||
bool mirror = false;
|
||||
FTexture *tex = mCurrentSetup.frontskytex;
|
||||
float skyoffset = 0.0f; // skyoffset debugging CVAR in GL renderer
|
||||
|
||||
int texh = 0;
|
||||
int texw = 0;
|
||||
|
|
|
@ -65,6 +65,9 @@ CUSTOM_CVAR (Int, r_skymode, 2, CVAR_ARCHIVE)
|
|||
R_InitSkyMap ();
|
||||
}
|
||||
|
||||
CVAR(Float, skyoffset, 0, 0) // for testing
|
||||
|
||||
|
||||
|
||||
int freelookviewheight;
|
||||
|
||||
|
|
Loading…
Reference in a new issue