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https://github.com/ZDoom/gzdoom.git
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Convert r_visiblesprite to classes
This commit is contained in:
parent
8ed66791e7
commit
32b91dd978
8 changed files with 170 additions and 139 deletions
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@ -92,7 +92,6 @@ namespace swrenderer
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void R_SpanInitData ();
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void R_DeinitSprites();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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@ -385,7 +384,7 @@ void R_InitRenderer()
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static void R_ShutdownRenderer()
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{
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R_DeinitSprites();
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RenderTranslucent::Deinit();
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R_DeinitPlanes();
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Clip3DFloors::Instance()->Cleanup();
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R_DeinitOpenings();
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@ -528,7 +527,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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R_ClearClipSegs (0, viewwidth);
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R_ClearDrawSegs ();
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R_ClearPlanes (true);
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R_ClearSprites ();
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RenderTranslucent::Clear();
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// opening / clipping determination
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RenderBSP::Instance()->ClearClip();
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@ -577,7 +576,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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MaskedCycles.Clock();
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R_DrawMasked ();
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RenderTranslucent::Render();
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MaskedCycles.Unclock();
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NetUpdate ();
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@ -96,7 +96,7 @@ namespace swrenderer
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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ptrdiff_t savedvissprite_p = vissprite_p - vissprites;
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ptrdiff_t savedvissprite_p = VisibleSpriteList::vissprite_p - VisibleSpriteList::vissprites;
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ptrdiff_t savedds_p = ds_p - drawsegs;
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size_t savedinteresting = FirstInterestingDrawseg;
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double savedvisibility = R_GetVisibility();
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@ -212,14 +212,14 @@ namespace swrenderer
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memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
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memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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firstvissprite = vissprite_p;
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprite_p;
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firstdrawseg = draw_segment;
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FirstInterestingDrawseg = InterestingDrawsegs.Size();
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interestingStack.Push(FirstInterestingDrawseg);
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ptrdiff_t diffnum = firstdrawseg - drawsegs;
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drawsegStack.Push(diffnum);
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diffnum = firstvissprite - vissprites;
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diffnum = VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites;
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visspriteStack.Push(diffnum);
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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@ -242,15 +242,15 @@ namespace swrenderer
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drawsegStack.Pop(pd);
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firstdrawseg = drawsegs + pd;
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visspriteStack.Pop(pd);
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firstvissprite = vissprites + pd;
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites + pd;
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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R_DrawMasked();
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RenderTranslucent::Render();
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ds_p = firstdrawseg;
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vissprite_p = firstvissprite;
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VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
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visplaneStack.Pop(pl);
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if (pl->Alpha > 0 && pl->picnum != skyflatnum)
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@ -260,8 +260,8 @@ namespace swrenderer
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*freehead = pl;
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freehead = &pl->next;
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}
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firstvissprite = vissprites;
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vissprite_p = vissprites + savedvissprite_p;
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites;
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VisibleSpriteList::vissprite_p = VisibleSpriteList::vissprites + savedvissprite_p;
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firstdrawseg = drawsegs;
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ds_p = drawsegs + savedds_p;
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InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg);
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@ -469,7 +469,7 @@ namespace swrenderer
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NetUpdate();
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MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
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R_DrawMasked(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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RenderTranslucent::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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MaskedCycles.Unclock();
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NetUpdate();
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@ -177,7 +177,7 @@ namespace swrenderer
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return;
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// store information in a vissprite
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vis = R_NewVisSprite();
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vis = VisibleSpriteList::Add();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->heightsec = heightsec;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -253,7 +253,7 @@ namespace swrenderer
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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if (R_ClipSpriteColumnWithPortals(x, vis))
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if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
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continue;
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uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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@ -263,7 +263,7 @@ namespace swrenderer
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{
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for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
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{
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if (R_ClipSpriteColumnWithPortals(x, vis))
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if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
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continue;
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uint8_t *dest = ylookup[yl] + x + dc_destorg;
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DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
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@ -153,7 +153,7 @@ namespace swrenderer
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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vissprite_t *vis = R_NewVisSprite();
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vissprite_t *vis = VisibleSpriteList::Add();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -330,7 +330,7 @@ namespace swrenderer
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{
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while (x < x2)
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{
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if (ispsprite || !R_ClipSpriteColumnWithPortals(x, vis))
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if (ispsprite || !RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
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R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
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x++;
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frac += xiscale;
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@ -43,24 +43,7 @@ CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
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namespace swrenderer
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{
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int MaxVisSprites;
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vissprite_t **vissprites;
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vissprite_t **firstvissprite;
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vissprite_t **vissprite_p;
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vissprite_t **lastvissprite;
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bool DrewAVoxel;
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namespace
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{
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vissprite_t **spritesorter;
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int spritesortersize = 0;
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int vsprcount;
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TArray<drawseg_t *> portaldrawsegs;
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}
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void R_DeinitVisSprites()
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void VisibleSpriteList::Deinit()
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{
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// Free vissprites
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for (int i = 0; i < MaxVisSprites; ++i)
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@ -73,12 +56,12 @@ namespace swrenderer
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MaxVisSprites = 0;
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}
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void R_ClearVisSprites()
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void VisibleSpriteList::Clear()
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{
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vissprite_p = firstvissprite;
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}
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vissprite_t *R_NewVisSprite()
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vissprite_t *VisibleSpriteList::Add()
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{
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if (vissprite_p == lastvissprite)
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{
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@ -103,27 +86,97 @@ namespace swrenderer
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return *(vissprite_p - 1);
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}
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void R_DeinitSprites()
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{
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R_DeinitVisSprites();
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RenderVoxel::Deinit();
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int VisibleSpriteList::MaxVisSprites;
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vissprite_t **VisibleSpriteList::vissprites;
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vissprite_t **VisibleSpriteList::firstvissprite;
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vissprite_t **VisibleSpriteList::vissprite_p;
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vissprite_t **VisibleSpriteList::lastvissprite;
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// Free vissprites sorter
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if (spritesorter != nullptr)
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{
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delete[] spritesorter;
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spritesortersize = 0;
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spritesorter = nullptr;
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}
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/////////////////////////////////////////////////////////////////////////
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void SortedVisibleSpriteList::Deinit()
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{
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delete[] spritesorter;
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spritesortersize = 0;
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spritesorter = nullptr;
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}
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void R_ClearSprites()
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// This is the standard version, which does a simple test based on depth.
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bool SortedVisibleSpriteList::sv_compare(vissprite_t *a, vissprite_t *b)
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{
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R_ClearVisSprites();
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return a->idepth > b->idepth;
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}
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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bool SortedVisibleSpriteList::sv_compare2d(vissprite_t *a, vissprite_t *b)
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{
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return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
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}
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void SortedVisibleSpriteList::Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
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{
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int i;
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vissprite_t **spr;
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vsprcount = int(VisibleSpriteList::vissprite_p - &VisibleSpriteList::vissprites[first]);
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if (vsprcount == 0)
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return;
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if (spritesortersize < VisibleSpriteList::MaxVisSprites)
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{
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if (spritesorter != nullptr)
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delete[] spritesorter;
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spritesorter = new vissprite_t *[VisibleSpriteList::MaxVisSprites];
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spritesortersize = VisibleSpriteList::MaxVisSprites;
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}
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if (!(i_compatflags & COMPATF_SPRITESORT))
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{
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for (i = 0, spr = VisibleSpriteList::firstvissprite; i < vsprcount; i++, spr++)
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{
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spritesorter[i] = *spr;
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}
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}
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else
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{
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// If the compatibility option is on sprites of equal distance need to
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// be sorted in inverse order. This is most easily achieved by
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// filling the sort array backwards before the sort.
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for (i = 0, spr = VisibleSpriteList::firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
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{
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spritesorter[i] = *spr;
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}
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}
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std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
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}
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vissprite_t **SortedVisibleSpriteList::spritesorter;
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int SortedVisibleSpriteList::spritesortersize = 0;
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int SortedVisibleSpriteList::vsprcount;
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/////////////////////////////////////////////////////////////////////////
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bool RenderTranslucent::DrewAVoxel;
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TArray<drawseg_t *> RenderTranslucent::portaldrawsegs;
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void RenderTranslucent::Deinit()
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{
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VisibleSpriteList::Deinit();
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SortedVisibleSpriteList::Deinit();
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RenderVoxel::Deinit();
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}
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void RenderTranslucent::Clear()
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{
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VisibleSpriteList::Clear();
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DrewAVoxel = false;
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}
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void R_CollectPortals()
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void RenderTranslucent::CollectPortals()
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{
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// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
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// Having that function over the entire list of drawsegs can break down performance quite drastically.
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@ -153,7 +206,7 @@ namespace swrenderer
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}
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}
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bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
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bool RenderTranslucent::ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
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{
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RenderPortal *renderportal = RenderPortal::Instance();
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@ -181,60 +234,7 @@ namespace swrenderer
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return false;
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}
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// This is the standard version, which does a simple test based on depth.
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bool sv_compare(vissprite_t *a, vissprite_t *b)
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{
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return a->idepth > b->idepth;
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}
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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bool sv_compare2d(vissprite_t *a, vissprite_t *b)
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{
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return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
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}
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void R_SortVisSprites(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
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{
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int i;
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vissprite_t **spr;
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vsprcount = int(vissprite_p - &vissprites[first]);
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if (vsprcount == 0)
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return;
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if (spritesortersize < MaxVisSprites)
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{
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if (spritesorter != nullptr)
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delete[] spritesorter;
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spritesorter = new vissprite_t *[MaxVisSprites];
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spritesortersize = MaxVisSprites;
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}
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if (!(i_compatflags & COMPATF_SPRITESORT))
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{
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for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
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{
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spritesorter[i] = *spr;
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}
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}
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else
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{
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// If the compatibility option is on sprites of equal distance need to
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// be sorted in inverse order. This is most easily achieved by
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// filling the sort array backwards before the sort.
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for (i = 0, spr = firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
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{
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spritesorter[i] = *spr;
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}
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}
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std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
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}
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void R_DrawSprite(vissprite_t *spr)
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void RenderTranslucent::DrawSprite(vissprite_t *spr)
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{
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static short clipbot[MAXWIDTH];
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static short cliptop[MAXWIDTH];
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@ -639,15 +639,15 @@ namespace swrenderer
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spr->Style.ColormapNum = colormapnum;
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}
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void R_DrawMaskedSingle(bool renew)
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void RenderTranslucent::DrawMaskedSingle(bool renew)
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{
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RenderPortal *renderportal = RenderPortal::Instance();
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for (int i = vsprcount; i > 0; i--)
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for (int i = SortedVisibleSpriteList::vsprcount; i > 0; i--)
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{
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if (spritesorter[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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if (SortedVisibleSpriteList::spritesorter[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue; // probably another time
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R_DrawSprite(spritesorter[i - 1]);
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DrawSprite(SortedVisibleSpriteList::spritesorter[i - 1]);
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}
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// render any remaining masked mid textures
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@ -676,15 +676,15 @@ namespace swrenderer
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}
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}
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void R_DrawMasked()
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void RenderTranslucent::Render()
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{
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R_CollectPortals();
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R_SortVisSprites(DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
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CollectPortals();
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SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites);
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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if (clip3d->height_top == nullptr)
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{ // kg3D - no visible 3D floors, normal rendering
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R_DrawMaskedSingle(false);
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DrawMaskedSingle(false);
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}
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else
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{ // kg3D - correct sorting
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@ -701,14 +701,14 @@ namespace swrenderer
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clip3d->fake3D = FAKE3D_CLIPBOTTOM;
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}
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clip3d->sclipBottom = hl->height;
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R_DrawMaskedSingle(true);
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DrawMaskedSingle(true);
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R_DrawHeightPlanes(hl->height);
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}
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// floors
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clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
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clip3d->sclipTop = clip3d->height_top->height;
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R_DrawMaskedSingle(true);
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DrawMaskedSingle(true);
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for (HeightLevel *hl = clip3d->height_top; hl != nullptr && hl->height < ViewPos.Z; hl = hl->next)
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{
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R_DrawHeightPlanes(hl->height);
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@ -722,7 +722,7 @@ namespace swrenderer
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clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM;
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}
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clip3d->sclipBottom = hl->height;
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R_DrawMaskedSingle(true);
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DrawMaskedSingle(true);
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}
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clip3d->DeleteHeights();
|
||||
clip3d->fake3D = 0;
|
||||
|
|
|
@ -23,6 +23,8 @@ struct FVoxel;
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
struct drawseg_t;
|
||||
|
||||
struct vissprite_t
|
||||
{
|
||||
struct posang
|
||||
|
@ -88,25 +90,55 @@ namespace swrenderer
|
|||
vissprite_t() {}
|
||||
};
|
||||
|
||||
extern int MaxVisSprites;
|
||||
extern vissprite_t **vissprites, **firstvissprite;
|
||||
extern vissprite_t **vissprite_p;
|
||||
class VisibleSpriteList
|
||||
{
|
||||
public:
|
||||
static int MaxVisSprites;
|
||||
static vissprite_t **vissprites;
|
||||
static vissprite_t **firstvissprite;
|
||||
static vissprite_t **vissprite_p;
|
||||
|
||||
extern bool DrewAVoxel;
|
||||
static void Deinit();
|
||||
static void Clear();
|
||||
static vissprite_t *Add();
|
||||
|
||||
void R_DeinitVisSprites();
|
||||
void R_ClearVisSprites();
|
||||
vissprite_t *R_NewVisSprite();
|
||||
private:
|
||||
static vissprite_t **lastvissprite;
|
||||
};
|
||||
|
||||
void R_DeinitSprites();
|
||||
void R_ClearSprites();
|
||||
void R_CollectPortals();
|
||||
bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr);
|
||||
void R_SortVisSprites(bool(*compare)(vissprite_t *, vissprite_t *), size_t first);
|
||||
void R_DrawSprite(vissprite_t *spr);
|
||||
void R_DrawMaskedSingle(bool renew);
|
||||
void R_DrawMasked();
|
||||
class SortedVisibleSpriteList
|
||||
{
|
||||
public:
|
||||
static void Deinit();
|
||||
|
||||
bool sv_compare(vissprite_t *a, vissprite_t *b);
|
||||
bool sv_compare2d(vissprite_t *a, vissprite_t *b);
|
||||
static void Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first);
|
||||
|
||||
static bool sv_compare(vissprite_t *a, vissprite_t *b);
|
||||
static bool sv_compare2d(vissprite_t *a, vissprite_t *b);
|
||||
|
||||
static vissprite_t **spritesorter;
|
||||
static int vsprcount;
|
||||
|
||||
private:
|
||||
static int spritesortersize;
|
||||
};
|
||||
|
||||
class RenderTranslucent
|
||||
{
|
||||
public:
|
||||
static void Deinit();
|
||||
static void Clear();
|
||||
static void Render();
|
||||
|
||||
static bool DrewAVoxel;
|
||||
|
||||
static bool ClipSpriteColumnWithPortals(int x, vissprite_t* spr);
|
||||
|
||||
private:
|
||||
static void CollectPortals();
|
||||
static void DrawSprite(vissprite_t *spr);
|
||||
static void DrawMaskedSingle(bool renew);
|
||||
|
||||
static TArray<drawseg_t *> portaldrawsegs;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -101,7 +101,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
vissprite_t *vis = R_NewVisSprite();
|
||||
vissprite_t *vis = VisibleSpriteList::Add();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
|
@ -152,7 +152,7 @@ namespace swrenderer
|
|||
vis->voxel = voxel->Voxel;
|
||||
vis->bIsVoxel = true;
|
||||
vis->bWallSprite = false;
|
||||
DrewAVoxel = true;
|
||||
RenderTranslucent::DrewAVoxel = true;
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
|
|
|
@ -102,7 +102,7 @@ namespace swrenderer
|
|||
gzt = pos.Z + scale.Y * scaled_to;
|
||||
gzb = pos.Z + scale.Y * scaled_bo;
|
||||
|
||||
vis = R_NewVisSprite();
|
||||
vis = VisibleSpriteList::Add();
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
|
||||
vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
|
||||
|
@ -222,7 +222,7 @@ namespace swrenderer
|
|||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, light, shade);
|
||||
}
|
||||
if (!R_ClipSpriteColumnWithPortals(x, spr))
|
||||
if (!RenderTranslucent::ClipSpriteColumnWithPortals(x, spr))
|
||||
DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip);
|
||||
light += lightstep;
|
||||
x++;
|
||||
|
|
Loading…
Reference in a new issue