mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-18 08:22:36 +00:00
568 lines
17 KiB
C++
568 lines
17 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "gl/system/gl_system.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "a_sharedglobal.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "gl/system/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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EXTERN_CVAR(Bool, gl_seamless)
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FDynLightData lightdata;
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//==========================================================================
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//
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// Collect lights for shader
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//
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//==========================================================================
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bool GLWall::SetupLights(FDynLightData &lightdata)
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{
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if (RenderStyle == STYLE_Add && !level.lightadditivesurfaces) return false; // no lights on additively blended surfaces.
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// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
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switch (type)
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{
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case RENDERWALL_FOGBOUNDARY:
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case RENDERWALL_MIRRORSURFACE:
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case RENDERWALL_COLOR:
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return false;
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}
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float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
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Plane p;
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lightdata.Clear();
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
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FLightNode *node;
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if (seg->sidedef == NULL)
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{
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node = NULL;
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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node = seg->sidedef->lighthead;
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}
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else if (sub)
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{
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// Polobject segs cannot be checked per sidedef so use the subsector instead.
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node = sub->lighthead;
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}
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else node = NULL;
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// Iterate through all dynamic lights which touch this wall and render them
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while (node)
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{
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if (!(node->lightsource->flags2&MF2_DORMANT))
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{
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iter_dlight++;
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DVector3 posrel = node->lightsource->PosRelative(seg->frontsector);
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float x = posrel.X;
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float y = posrel.Y;
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float z = posrel.Z;
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = node->lightsource->GetRadius();
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float scale = 1.0f / ((2.f * radius) - dist);
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FVector3 fn, pos;
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if (radius > 0.f && dist < radius)
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{
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FVector3 nearPt, up, right;
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pos = { x, z, y };
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fn = p.Normal();
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fn.GetRightUp(right, up);
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FVector3 tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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FVector3 t1;
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int outcnt[4]={0,0,0,0};
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texcoord tcs[4];
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// do a quick check whether the light touches this polygon
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for(int i=0;i<4;i++)
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{
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t1 = FVector3(&vtx[i*3]);
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FVector3 nearToVert = t1 - nearPt;
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tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
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tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
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if (tcs[i].u<0) outcnt[0]++;
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if (tcs[i].u>1) outcnt[1]++;
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if (tcs[i].v<0) outcnt[2]++;
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if (tcs[i].v>1) outcnt[3]++;
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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lightdata.GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true);
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}
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}
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}
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node = node->nextLight;
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}
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return true;
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}
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//==========================================================================
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//
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// General purpose wall rendering function
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// everything goes through here
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//
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//==========================================================================
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void FDrawInfo::RenderWall(GLWall *wall, int textured)
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{
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assert(vertcount > 0);
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gl_RenderState.Apply();
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gl_RenderState.ApplyLightIndex(wall->dynlightindex);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, wall->vertindex, wall->vertcount);
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vertexcount += wall->vertcount;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::RenderFogBoundary(GLWall *wall)
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{
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if (gl_fogmode && mDrawer->FixedColormap == 0)
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{
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if (!gl.legacyMode)
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{
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int rel = wall->rellight + getExtraLight();
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mDrawer->SetFog(wall->lightlevel, rel, &wall->Colormap, false);
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gl_RenderState.EnableDrawBuffers(1);
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gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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RenderWall(wall, GLWall::RWF_BLANK);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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}
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else
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{
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RenderFogBoundaryCompat(wall);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::RenderMirrorSurface(GLWall *wall)
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{
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if (!GLRenderer->mirrorTexture.isValid()) return;
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if (!gl.legacyMode)
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{
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// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
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gl_RenderState.EnableTextureMatrix(true);
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gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
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}
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else
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{
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FVector3 v = wall->glseg.Normal();
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glNormal3fv(&v[0]);
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}
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// Use sphere mapping for this
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gl_RenderState.SetEffect(EFF_SPHEREMAP);
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mDrawer->SetColor(wall->lightlevel, 0, wall->Colormap ,0.1f);
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mDrawer->SetFog(wall->lightlevel, 0, &wall->Colormap, true);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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gl_RenderState.AlphaFunc(GL_GREATER,0);
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glDepthFunc(GL_LEQUAL);
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FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrorTexture, false, false);
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gl_RenderState.SetMaterial(pat, CLAMP_NONE, 0, -1, false);
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wall->flags &= ~GLWall::GLWF_GLOW;
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RenderWall(wall, GLWall::RWF_BLANK);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.SetEffect(EFF_NONE);
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// Restore the defaults for the translucent pass
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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glDepthFunc(GL_LESS);
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// This is drawn in the translucent pass which is done after the decal pass
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// As a result the decals have to be drawn here.
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if (wall->seg->sidedef->AttachedDecals)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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gl_drawinfo->DoDrawDecals(wall);
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::RenderTexturedWall(GLWall *wall, int rflags)
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{
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int tmode = gl_RenderState.GetTextureMode();
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int rel = wall->rellight + getExtraLight();
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if (wall->flags & GLWall::GLWF_GLOW)
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{
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gl_RenderState.EnableGlow(true);
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gl_RenderState.SetGlowParams(wall->topglowcolor, wall->bottomglowcolor);
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}
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gl_RenderState.SetGlowPlanes(wall->topplane, wall->bottomplane);
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gl_RenderState.SetMaterial(wall->gltexture, wall->flags & 3, 0, -1, false);
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if (wall->type == RENDERWALL_M2SNF)
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{
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if (wall->flags & GLWall::GLWF_CLAMPY)
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{
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if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
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}
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mDrawer->SetFog(255, 0, nullptr, false);
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}
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gl_RenderState.SetObjectColor(wall->seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
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gl_RenderState.SetObjectColor2(wall->seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
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float absalpha = fabsf(wall->alpha);
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if (wall->lightlist == nullptr)
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{
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if (wall->type != RENDERWALL_M2SNF) mDrawer->SetFog(wall->lightlevel, rel, &wall->Colormap, wall->RenderStyle == STYLE_Add);
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mDrawer->SetColor(wall->lightlevel, rel, wall->Colormap, absalpha);
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RenderWall(wall, rflags);
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}
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else
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{
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gl_RenderState.EnableSplit(true);
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for (unsigned i = 0; i < wall->lightlist->Size(); i++)
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{
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secplane_t &lowplane = i == (*wall->lightlist).Size() - 1 ? wall->bottomplane : (*wall->lightlist)[i + 1].plane;
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// this must use the exact same calculation method as GLWall::Process etc.
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float low1 = lowplane.ZatPoint(wall->vertexes[0]);
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float low2 = lowplane.ZatPoint(wall->vertexes[1]);
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if (low1 < wall->ztop[0] || low2 < wall->ztop[1])
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{
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int thisll = (*wall->lightlist)[i].caster != NULL ? hw_ClampLight(*(*wall->lightlist)[i].p_lightlevel) : wall->lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = wall->Colormap.FadeColor;
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thiscm.FogDensity = wall->Colormap.FogDensity;
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thiscm.CopyFrom3DLight(&(*wall->lightlist)[i]);
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mDrawer->SetColor(thisll, rel, thiscm, absalpha);
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if (wall->type != RENDERWALL_M2SNF) mDrawer->SetFog(thisll, rel, &thiscm, wall->RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes((*wall->lightlist)[i].plane, lowplane);
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RenderWall(wall, rflags);
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}
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if (low1 <= wall->zbottom[0] && low2 <= wall->zbottom[1]) break;
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}
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gl_RenderState.EnableSplit(false);
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetObjectColor2(0);
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gl_RenderState.SetTextureMode(tmode);
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gl_RenderState.EnableGlow(false);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::RenderTranslucentWall(GLWall *wall)
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{
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if (wall->gltexture)
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{
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if (mDrawer->FixedColormap == CM_DEFAULT && gl_lights && gl.lightmethod == LM_DIRECT)
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{
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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}
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if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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RenderTexturedWall(wall, GLWall::RWF_TEXTURED | GLWall::RWF_NOSPLIT);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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mDrawer->SetColor(wall->lightlevel, 0, wall->Colormap, fabsf(wall->alpha));
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mDrawer->SetFog(wall->lightlevel, 0, &wall->Colormap, wall->RenderStyle == STYLE_Add);
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gl_RenderState.EnableTexture(false);
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RenderWall(wall, GLWall::RWF_NOSPLIT);
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gl_RenderState.EnableTexture(true);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::DrawWall(GLWall *wall, int pass)
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{
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gl_RenderState.SetNormal(wall->glseg.Normal());
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switch (pass)
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{
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case GLPASS_LIGHTSONLY:
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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break;
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case GLPASS_ALL:
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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// fall through
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case GLPASS_PLAIN:
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RenderTexturedWall(wall, GLWall::RWF_TEXTURED);
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break;
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case GLPASS_TRANSLUCENT:
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switch (wall->type)
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{
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case RENDERWALL_MIRRORSURFACE:
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RenderMirrorSurface(wall);
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break;
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case RENDERWALL_FOGBOUNDARY:
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RenderFogBoundary(wall);
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break;
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default:
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RenderTranslucentWall(wall);
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break;
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}
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break;
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case GLPASS_LIGHTTEX:
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case GLPASS_LIGHTTEX_ADDITIVE:
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case GLPASS_LIGHTTEX_FOGGY:
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gl_drawinfo->RenderLightsCompat(wall, pass);
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break;
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case GLPASS_TEXONLY:
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gl_RenderState.SetMaterial(wall->gltexture, wall->flags & 3, 0, -1, false);
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RenderWall(wall, GLWall::RWF_TEXTURED);
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break;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::AddWall(GLWall *wall)
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{
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bool translucent = !!(wall->flags & GLWall::GLWF_TRANSLUCENT);
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int list;
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if (translucent) // translucent walls
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{
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if (!gl.legacyMode && mDrawer->FixedColormap == CM_DEFAULT && wall->gltexture != nullptr)
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{
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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}
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wall->ViewDistance = (r_viewpoint.Pos - (wall->seg->linedef->v1->fPos() + wall->seg->linedef->Delta() / 2)).XY().LengthSquared();
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wall->MakeVertices(this, true);
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auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
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*newwall = *wall;
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}
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else
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{
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if (gl.legacyMode)
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{
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if (PutWallCompat(wall, GLWall::passflag[wall->type])) return;
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}
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else if (mDrawer->FixedColormap == CM_DEFAULT)
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{
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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}
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bool masked;
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masked = GLWall::passflag[wall->type] == 1 ? false : (wall->gltexture && wall->gltexture->isMasked());
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if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S))
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{
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list = GLDL_MASKEDWALLSOFS;
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}
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else
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{
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list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
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}
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wall->MakeVertices(this, false);
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auto newwall = drawlists[list].NewWall();
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*newwall = *wall;
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}
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wall->dynlightindex = -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::AddMirrorSurface(GLWall *w)
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{
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w->type = RENDERWALL_MIRRORSURFACE;
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auto newwall = drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
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*newwall = *w;
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FVector3 v = newwall->glseg.Normal();
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auto tcs = newwall->tcs;
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tcs[GLWall::LOLFT].u = tcs[GLWall::LORGT].u = tcs[GLWall::UPLFT].u = tcs[GLWall::UPRGT].u = v.X;
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tcs[GLWall::LOLFT].v = tcs[GLWall::LORGT].v = tcs[GLWall::UPLFT].v = tcs[GLWall::UPRGT].v = v.Z;
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newwall->MakeVertices(this, false);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::AddPortal(GLWall *wall, int ptype)
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{
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GLPortal * portal;
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wall->MakeVertices(this, false);
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switch (ptype)
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{
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// portals don't go into the draw list.
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// Instead they are added to the portal manager
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case PORTALTYPE_HORIZON:
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wall->horizon = UniqueHorizons.Get(wall->horizon);
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portal = GLPortal::FindPortal(wall->horizon);
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if (!portal) portal = new GLHorizonPortal(wall->horizon);
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portal->AddLine(wall);
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break;
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case PORTALTYPE_SKYBOX:
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portal = GLPortal::FindPortal(wall->secportal);
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if (!portal)
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{
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// either a regular skybox or an Eternity-style horizon
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if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(wall->secportal);
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else portal = new GLSkyboxPortal(wall->secportal);
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}
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portal->AddLine(wall);
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break;
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case PORTALTYPE_SECTORSTACK:
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portal = wall->portal->GetRenderState();
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portal->AddLine(wall);
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break;
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case PORTALTYPE_PLANEMIRROR:
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if (GLPortal::PlaneMirrorMode * wall->planemirror->fC() <= 0)
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{
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//@sync-portal
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wall->planemirror = UniquePlaneMirrors.Get(wall->planemirror);
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portal = GLPortal::FindPortal(wall->planemirror);
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if (!portal) portal = new GLPlaneMirrorPortal(wall->planemirror);
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portal->AddLine(wall);
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}
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break;
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case PORTALTYPE_MIRROR:
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portal = GLPortal::FindPortal(wall->seg->linedef);
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if (!portal) portal = new GLMirrorPortal(wall->seg->linedef);
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portal->AddLine(wall);
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if (gl_mirror_envmap)
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{
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// draw a reflective layer over the mirror
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AddMirrorSurface(wall);
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}
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break;
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case PORTALTYPE_LINETOLINE:
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portal = GLPortal::FindPortal(wall->lineportal);
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if (!portal)
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{
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line_t *otherside = wall->lineportal->lines[0]->mDestination;
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if (otherside != NULL && otherside->portalindex < level.linePortals.Size())
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{
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ProcessActorsInPortal(otherside->getPortal()->mGroup);
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}
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portal = new GLLineToLinePortal(wall->lineportal);
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}
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portal->AddLine(wall);
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break;
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case PORTALTYPE_SKY:
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portal = GLPortal::FindPortal(wall->sky);
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if (!portal) portal = new GLSkyPortal(wall->sky);
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portal->AddLine(wall);
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break;
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}
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wall->vertcount = 0;
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}
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