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- GLSprite done, too.
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parent
ee1d1a29a6
commit
dcefa3cd12
4 changed files with 36 additions and 27 deletions
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@ -363,7 +363,7 @@ void GLDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort)
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void GLDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
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{
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GLFlat * fh = flats[drawitems[head->itemindex].index];
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GLSprite * ss = &sprites[drawitems[sort->itemindex].index];
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GLSprite * ss = sprites[drawitems[sort->itemindex].index];
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bool ceiling = fh->z > r_viewpoint.Pos.Z;
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@ -373,27 +373,24 @@ void GLDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
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if ((hiz > fh->z && loz < fh->z) || ss->modelframe)
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{
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// We have to split this sprite
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GLSprite s = *ss;
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AddSprite(&s); // add a copy to avoid reallocation issues.
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GLSprite *s = NewSprite();
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*s = *ss;
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// Splitting is done in the shader with clip planes, if available.
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// The fallback here only really works for non-y-billboarded sprites.
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if (gl.flags & RFL_NO_CLIP_PLANES)
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{
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GLSprite * ss1;
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ss1 = &sprites[sprites.Size() - 1];
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ss = &sprites[drawitems[sort->itemindex].index]; // may have been reallocated!
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float newtexv = ss->vt + ((ss->vb - ss->vt) / (ss->z2 - ss->z1))*(fh->z - ss->z1);
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if (!ceiling)
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{
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ss->z1 = ss1->z2 = fh->z;
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ss->vt = ss1->vb = newtexv;
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ss->z1 = s->z2 = fh->z;
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ss->vt = s->vb = newtexv;
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}
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else
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{
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ss1->z1 = ss->z2 = fh->z;
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ss1->vt = ss->vb = newtexv;
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s->z1 = ss->z2 = fh->z;
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s->vt = ss->vb = newtexv;
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}
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}
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@ -508,8 +505,7 @@ EXTERN_CVAR(Bool, gl_billboard_particles)
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void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall *wh= walls[drawitems[head->itemindex].index];
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GLSprite * ss=&sprites[drawitems[sort->itemindex].index];
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GLSprite * ss1;
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GLSprite * ss= sprites[drawitems[sort->itemindex].index];
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float v1 = wh->PointOnSide(ss->x1, ss->y1);
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float v2 = wh->PointOnSide(ss->x2, ss->y2);
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@ -562,14 +558,12 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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float iy=(float)(ss->y1 + r * (ss->y2-ss->y1));
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float iu=(float)(ss->ul + r * (ss->ur-ss->ul));
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GLSprite s=*ss;
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AddSprite(&s);
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ss1=&sprites[sprites.Size()-1];
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ss=&sprites[drawitems[sort->itemindex].index]; // may have been reallocated!
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GLSprite *s = NewSprite();
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*s = *ss;
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ss1->x1=ss->x2=ix;
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ss1->y1=ss->y2=iy;
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ss1->ul=ss->ur=iu;
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s->x1=ss->x2=ix;
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s->y1=ss->y2=iy;
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s->ul=ss->ur=iu;
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SortNode * sort2=SortNodes.GetNew();
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memset(sort2,0,sizeof(SortNode));
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@ -597,8 +591,8 @@ void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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inline int GLDrawList::CompareSprites(SortNode * a,SortNode * b)
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{
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GLSprite * s1=&sprites[drawitems[a->itemindex].index];
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GLSprite * s2=&sprites[drawitems[b->itemindex].index];
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GLSprite * s1= sprites[drawitems[a->itemindex].index];
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GLSprite * s2= sprites[drawitems[b->itemindex].index];
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int res = s1->depth - s2->depth;
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@ -740,7 +734,7 @@ void GLDrawList::DoDraw(int pass, int i, bool trans)
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case GLDIT_SPRITE:
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{
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GLSprite * s=&sprites[drawitems[i].index];
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GLSprite * s= sprites[drawitems[i].index];
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RenderSprite.Clock();
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s->Draw(pass);
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RenderSprite.Unclock();
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@ -961,9 +955,11 @@ GLFlat *GLDrawList::NewFlat()
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//
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//
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//==========================================================================
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void GLDrawList::AddSprite(GLSprite * sprite)
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GLSprite *GLDrawList::NewSprite()
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{
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drawitems.Push(GLDrawItem(GLDIT_SPRITE,sprites.Push(*sprite)));
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auto sprite = (GLSprite*)RenderDataAllocator.Alloc(sizeof(GLSprite));
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drawitems.Push(GLDrawItem(GLDIT_SPRITE, sprites.Push(sprite)));
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return sprite;
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}
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@ -108,7 +108,7 @@ struct GLDrawList
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//private:
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TArray<GLWall*> walls;
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TArray<GLFlat*> flats;
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TArray<GLSprite> sprites;
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TArray<GLSprite*> sprites;
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TArray<GLDrawItem> drawitems;
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int SortNodeStart;
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SortNode * sorted;
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@ -133,7 +133,7 @@ public:
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GLWall *NewWall();
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GLFlat *NewFlat();
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void AddSprite(GLSprite * sprite);
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GLSprite *NewSprite();
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void Reset();
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void SortWalls();
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void SortFlats();
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@ -523,7 +523,8 @@ inline void GLSprite::PutSprite(bool translucent)
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{
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list = GLDL_MODELS;
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}
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gl_drawinfo->drawlists[list].AddSprite(this);
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auto newsprt = gl_drawinfo->drawlists[list].NewSprite();
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*newsprt = *this;
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}
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//==========================================================================
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@ -441,6 +441,18 @@ public:
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// Lines start-end and fdiv must intersect.
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double CalcIntersectionVertex(GLWall * w2);
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GLSprite(const GLSprite &other)
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{
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memcpy(this, &other, sizeof(GLSprite));
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}
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GLSprite & operator=(const GLSprite &other)
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{
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memcpy(this, &other, sizeof(GLSprite));
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return *this;
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}
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};
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inline float Dist2(float x1,float y1,float x2,float y2)
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