mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- made the common render hacks functional again as separate render items.
This commit is contained in:
parent
a6e77ae094
commit
ddc75f7ba5
9 changed files with 122 additions and 113 deletions
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@ -632,10 +632,9 @@ public:
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void ConstructOutput(FSectionContainer &output)
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{
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output.allSections.Resize(groups.Size());
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output.allIndices.Resize(level.subsectors.Size() + level.sides.Size() + 2*level.sectors.Size());
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output.sectionForSidedefPtr = &output.allIndices[0];
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output.firstSectionForSectorPtr = &output.allIndices[level.sides.Size()];
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output.numberOfSectionForSectorPtr = &output.allIndices[level.sides.Size() + level.sectors.Size()];
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output.allIndices.Resize(2*level.sectors.Size());
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output.firstSectionForSectorPtr = &output.allIndices[0];
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output.numberOfSectionForSectorPtr = &output.allIndices[level.sectors.Size()];
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memset(output.firstSectionForSectorPtr, -1, sizeof(int) * level.sectors.Size());
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memset(output.numberOfSectionForSectorPtr, 0, sizeof(int) * level.sectors.Size());
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@ -713,7 +712,6 @@ public:
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while (it.NextPair(pair))
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{
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output.allSides[numsides++] = &level.sides[pair->Key];
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output.sectionForSidedefPtr[pair->Key] = curgroup;
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}
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for (auto ssi : group.subsectors)
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{
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@ -102,26 +102,9 @@ public:
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TArray<subsector_t *> allSubsectors;
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TArray<int> allIndices;
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int *sectionForSidedefPtr; // also stored inside allIndices;
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int *firstSectionForSectorPtr; // ditto.
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int *numberOfSectionForSectorPtr; // ditto.
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FSection *SectionForSidedef(side_t *side)
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{
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return SectionForSidedef(side->Index());
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}
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FSection *SectionForSidedef(int sindex)
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{
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return sindex < 0 ? nullptr : &allSections[sectionForSidedefPtr[sindex]];
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}
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int SectionNumForSidedef(side_t *side)
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{
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return SectionNumForSidedef(side->Index());
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}
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int SectionNumForSidedef(int sindex)
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{
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return sindex < 0 ? -1 : sectionForSidedefPtr[sindex];
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}
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TArrayView<FSection> SectionsForSector(sector_t *sec)
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{
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return SectionsForSector(sec->Index());
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@ -441,8 +441,8 @@ void HWDrawInfo::CreateScene()
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HandleMissingTextures(in_area); // Missing upper/lower textures
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HandleHackedSubsectors(); // open sector hacks for deep water
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ProcessSectorStacks(in_area); // merge visplanes of sector stacks
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PrepareUnhandledMissingTextures();
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DispatchRenderHacks();
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screen->mLights->Unmap();
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screen->mVertexData->Unmap();
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@ -264,6 +264,7 @@ public:
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void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area);
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void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area);
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void DispatchRenderHacks();
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void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void HandleMissingTextures(area_t in_area);
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@ -116,7 +116,7 @@ void HWDrawInfo::AddFlat(GLFlat *flat, bool fog)
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list = GLDL_PLAINFLATS;
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}
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}
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else
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else //if (flat->hacktype != SSRF_FLOODHACK) // The flood hack may later need different treatment but with the current setup can go into the existing render list.
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{
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bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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@ -320,7 +320,7 @@ public:
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void PutFlat(HWDrawInfo *di, bool fog = false);
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void Process(HWDrawInfo *di, sector_t * model, int whichplane, bool notexture);
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void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
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void ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which = SSRF_RENDERALL);
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void ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
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void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
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void DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent);
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@ -203,7 +203,7 @@ void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
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void GLFlat::DrawOtherPlanes(HWDrawInfo *di, FRenderState &state)
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{
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state.SetMaterial(gltexture, CLAMP_XY, 0, -1);
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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// Draw the subsectors assigned to it due to missing textures
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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@ -231,68 +231,58 @@ void GLFlat::DrawOtherPlanes(HWDrawInfo *di, FRenderState &state)
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void GLFlat::DrawFloodPlanes(HWDrawInfo *di, FRenderState &state)
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{
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// Flood gaps with the back side's ceiling/floor texture
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// This requires a stencil because the projected plane interferes with
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// the depth buffer
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state.SetMaterial(gltexture, CLAMP_XY, 0, -1);
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// Draw the subsectors assigned to it due to missing textures
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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di->floodFloorSegs.CheckKey(sector->sectornum) : di->floodCeilingSegs.CheckKey(sector->sectornum);
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if (!pNode) return;
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auto node = *pNode;
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while (node)
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{
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// Flood gaps with the back side's ceiling/floor texture
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// This requires a stencil because the projected plane interferes with
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// the depth buffer
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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di->floodFloorSegs.CheckKey(sector->sectornum) : di->floodCeilingSegs.CheckKey(sector->sectornum);
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if (!pNode) return;
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auto fnode = *pNode;
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state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
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// Draw the subsectors assigned to it due to missing textures
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auto pNode = (renderflags&SSRF_RENDERFLOOR) ?
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di->floodFloorSegs.CheckKey(sector->sectornum) : di->floodCeilingSegs.CheckKey(sector->sectornum);
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if (!pNode) return;
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auto fnode = *pNode;
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state.SetLightIndex(-1);
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while (fnode)
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{
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flatvertices += 12;
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flatprimitives += 3;
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// Push bleeding floor/ceiling textures back a little in the z-buffer
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// so they don't interfere with overlapping mid textures.
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state.SetDepthBias(1, 128);
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// Create stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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state.Draw(DT_TriangleFan, fnode->vertexindex, 4);
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// Draw projected plane into stencil
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state.EnableTexture(true);
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state.SetEffect(EFF_NONE);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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state.EnableDepthTest(false);
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state.Draw(DT_TriangleFan, fnode->vertexindex + 4, 4);
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// clear stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(1, SOP_Decrement, SF_ColorMaskOff | SF_DepthMaskOff);
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state.Draw(DT_TriangleFan, fnode->vertexindex, 4);
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// restore old stencil op.
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state.EnableTexture(true);
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state.EnableDepthTest(true);
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state.SetEffect(EFF_NONE);
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state.SetDepthBias(0, 0);
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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fnode = fnode->next;
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}
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state.SetLightIndex(-1);
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while (fnode)
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{
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flatvertices += 12;
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flatprimitives += 3;
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// Push bleeding floor/ceiling textures back a little in the z-buffer
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// so they don't interfere with overlapping mid textures.
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state.SetDepthBias(1, 128);
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// Create stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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state.Draw(DT_TriangleFan,fnode->vertexindex, 4);
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// Draw projected plane into stencil
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state.EnableTexture(true);
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state.SetEffect(EFF_NONE);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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state.EnableDepthTest(false);
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state.Draw(DT_TriangleFan,fnode->vertexindex + 4, 4);
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// clear stencil
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state.SetEffect(EFF_STENCIL);
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state.EnableTexture(false);
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state.SetStencil(1, SOP_Decrement, SF_ColorMaskOff | SF_DepthMaskOff);
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state.Draw(DT_TriangleFan,fnode->vertexindex, 4);
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// restore old stencil op.
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state.EnableTexture(true);
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state.EnableDepthTest(true);
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state.SetEffect(EFF_NONE);
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state.SetDepthBias(0, 0);
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state.SetStencil(0, SOP_Keep, SF_AllOn);
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fnode = fnode->next;
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}
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}
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}
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@ -318,7 +308,15 @@ void GLFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetFog(lightlevel, rel, di->isFullbrightScene(), &Colormap, false);
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state.SetObjectColor(FlatColor | 0xff000000);
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if (!translucent)
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if (hacktype & SSRF_PLANEHACK)
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{
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DrawOtherPlanes(di, state);
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}
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else if (hacktype & SSRF_FLOODHACK)
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{
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DrawFloodPlanes(di, state);
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}
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else if (!translucent)
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{
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if (sector->special != GLSector_Skybox)
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{
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@ -335,14 +333,6 @@ void GLFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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flatvertices += 4;
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flatprimitives++;
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}
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else if (hacktype & SSRF_PLANEHACK)
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{
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DrawOtherPlanes(di, state);
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}
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else if (hacktype & SSRF_FLOODHACK)
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{
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DrawFloodPlanes(di, state);
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}
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state.SetObjectColor(0xffffffff);
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}
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else
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@ -385,7 +375,7 @@ inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
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}
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else if (!screen->BuffersArePersistent())
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{
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if (level.HasDynamicLights && gltexture != nullptr)
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if (level.HasDynamicLights && gltexture != nullptr && !(hacktype & (SSRF_PLANEHACK|SSRF_FLOODHACK)) )
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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@ -434,7 +424,7 @@ void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
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}
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// For hacks this won't go into a render list.
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if (hacktype == 0) PutFlat(di, fog);
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PutFlat(di, fog);
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rendered_flats++;
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}
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@ -495,7 +485,8 @@ void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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dynlightindex = -1;
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hacktype = (which & (SSRF_PLANEHACK|SSRF_FLOODHACK));
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uint8_t &srf = di->section_renderflags[level.sections.SectionIndex(section)];
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uint8_t sink;
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uint8_t &srf = hacktype? sink : di->section_renderflags[level.sections.SectionIndex(section)];
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const auto &vp = di->Viewpoint;
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//
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@ -41,7 +41,55 @@
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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//==========================================================================
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//
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// Create render list entries from the data generated below
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//
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//==========================================================================
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void HWDrawInfo::DispatchRenderHacks()
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{
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TMap<int, gl_subsectorrendernode*>::Pair *pair;
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TMap<int, gl_floodrendernode*>::Pair *fpair;
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TMap<int, gl_subsectorrendernode*>::Iterator ofi(otherFloorPlanes);
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GLFlat glflat;
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sector_t fakesec;
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glflat.section = nullptr;
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while (ofi.NextPair(pair))
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{
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auto sec = hw_FakeFlat(&level.sectors[pair->Key], &fakesec, in_area, false);
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glflat.ProcessSector(this, sec, SSRF_RENDERFLOOR | SSRF_PLANEHACK);
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}
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TMap<int, gl_subsectorrendernode*>::Iterator oci(otherCeilingPlanes);
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while (ofi.NextPair(pair))
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{
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auto sec = hw_FakeFlat(&level.sectors[pair->Key], &fakesec, in_area, false);
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glflat.ProcessSector(this, sec, SSRF_RENDERCEILING | SSRF_PLANEHACK);
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}
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TMap<int, gl_floodrendernode*>::Iterator ffi(floodFloorSegs);
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while (ffi.NextPair(fpair))
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{
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auto sec = hw_FakeFlat(&level.sectors[fpair->Key], &fakesec, in_area, false);
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glflat.ProcessSector(this, sec, SSRF_RENDERFLOOR | SSRF_FLOODHACK);
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}
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TMap<int, gl_floodrendernode*>::Iterator fci(floodCeilingSegs);
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while (fci.NextPair(fpair))
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{
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auto sec = hw_FakeFlat(&level.sectors[fpair->Key], &fakesec, in_area, false);
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glflat.ProcessSector(this, sec, SSRF_RENDERCEILING | SSRF_FLOODHACK);
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}
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}
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//==========================================================================
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//
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// Get the nodes from the render data allocator so we don't have to keep track of them ourselves.
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//
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//==========================================================================
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static gl_subsectorrendernode *NewSubsectorRenderNode()
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{
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return (gl_subsectorrendernode*)RenderDataAllocator.Alloc(sizeof(gl_subsectorrendernode));
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@ -506,9 +554,6 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez, in_area))
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{
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sector_t * sec = MissingUpperTextures[i].seg->backsector;
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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for (unsigned int j = 0; j < HandledSubsectors.Size(); j++)
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{
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gl_subsectorrendernode * node = NewSubsectorRenderNode();
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@ -550,9 +595,6 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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backsub->validcount = validcount;
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if (DoFakeCeilingBridge(backsub, planez, in_area))
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{
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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for (unsigned int j = 0; j < HandledSubsectors.Size(); j++)
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{
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gl_subsectorrendernode * node = NewSubsectorRenderNode();
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@ -578,8 +620,6 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez, in_area))
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{
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sector_t * sec = MissingLowerTextures[i].seg->backsector;
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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for (unsigned int j = 0; j < HandledSubsectors.Size(); j++)
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{
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@ -621,9 +661,6 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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backsub->validcount = validcount;
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if (DoFakeBridge(backsub, planez, in_area))
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{
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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for (unsigned int j = 0; j < HandledSubsectors.Size(); j++)
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{
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gl_subsectorrendernode * node = NewSubsectorRenderNode();
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@ -840,8 +877,6 @@ void HWDrawInfo::PrepareUnhandledMissingTextures()
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if (seg->linedef->validcount == validcount) continue; // already done
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seg->linedef->validcount = validcount;
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int section = level.sections.SectionNumForSidedef(seg->sidedef);
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if (!(section_renderflags[section] & SSRF_RENDERFLOOR)) continue;
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if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > Viewpoint.Pos.Z) continue; // out of sight
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if (seg->backsector->transdoor) continue;
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if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
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@ -536,8 +536,9 @@ public:
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}
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};
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// This is not a real dynamic array but just a wrapper around a pointer reference.
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// Used for wrapping some memory allocated elsewhere into a VM compatible data structure.
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// This is only used for exposing the sector's Lines array to ZScript.
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// This also must be trivial so that sector_t remains trivial.
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// For other uses TArrayView should be preferred.
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template <class T>
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class TStaticPointedArray
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