mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Merge all sectors into one mesh
This commit is contained in:
parent
1a64adf2be
commit
34470aa588
6 changed files with 212 additions and 191 deletions
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@ -33,23 +33,23 @@ void Mesh::Draw(FRenderState& renderstate)
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#endif
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MeshApplyState origState;
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origState.RenderStyle = renderstate.mRenderStyle;
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origState.SpecialEffect = renderstate.mSpecialEffect;
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origState.TextureEnabled = renderstate.mTextureEnabled;
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origState.AlphaThreshold = renderstate.mAlphaThreshold;
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origState.applyData.RenderStyle = renderstate.mRenderStyle;
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origState.applyData.SpecialEffect = renderstate.mSpecialEffect;
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origState.applyData.TextureEnabled = renderstate.mTextureEnabled;
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origState.applyData.AlphaThreshold = renderstate.mAlphaThreshold;
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origState.applyData.FogEnabled = renderstate.mFogEnabled;
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origState.applyData.BrightmapEnabled = renderstate.mBrightmapEnabled;
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origState.applyData.TextureClamp = renderstate.mTextureClamp;
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origState.applyData.TextureMode = renderstate.mTextureMode;
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origState.applyData.TextureModeFlags = renderstate.mTextureModeFlags;
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origState.applyData.uLightDist = renderstate.mLightParms[0];
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origState.applyData.uLightFactor = renderstate.mLightParms[1];
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origState.applyData.uFogDensity = renderstate.mLightParms[2];
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origState.applyData.uClipSplit[0] = renderstate.mClipSplit[0];
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origState.applyData.uClipSplit[1] = renderstate.mClipSplit[1];
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origState.uLightLevel = renderstate.mLightParms[3];
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origState.streamData = renderstate.mStreamData;
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origState.material = renderstate.mMaterial;
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origState.FogEnabled = renderstate.mFogEnabled;
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origState.BrightmapEnabled = renderstate.mBrightmapEnabled;
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origState.TextureClamp = renderstate.mTextureClamp;
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origState.TextureMode = renderstate.mTextureMode;
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origState.TextureModeFlags = renderstate.mTextureModeFlags;
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origState.uLightDist = renderstate.mLightParms[0];
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origState.uLightFactor = renderstate.mLightParms[1];
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origState.uFogDensity = renderstate.mLightParms[2];
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origState.uLightLevel = renderstate.mLightParms[3];
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origState.uClipSplit[0] = renderstate.mClipSplit[0];
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origState.uClipSplit[1] = renderstate.mClipSplit[1];
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int applyIndex = -1;
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int depthFunc = -1;
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@ -58,7 +58,7 @@ void Mesh::Draw(FRenderState& renderstate)
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bool apply = applyIndex != cmd.ApplyIndex;
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if (apply)
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{
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int newDepthFunc = mApplys[cmd.ApplyIndex].DepthFunc;
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int newDepthFunc = mApplys[cmd.ApplyIndex].applyData.DepthFunc;
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if (depthFunc != newDepthFunc)
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{
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depthFunc = newDepthFunc;
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@ -86,7 +86,7 @@ void Mesh::Draw(FRenderState& renderstate)
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bool apply = applyIndex != cmd.ApplyIndex;
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if (apply)
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{
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int newDepthFunc = mApplys[cmd.ApplyIndex].DepthFunc;
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int newDepthFunc = mApplys[cmd.ApplyIndex].applyData.DepthFunc;
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if (depthFunc != newDepthFunc)
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{
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depthFunc = newDepthFunc;
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@ -104,21 +104,21 @@ void Mesh::Draw(FRenderState& renderstate)
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void Mesh::Apply(FRenderState& renderstate, const MeshApplyState& state)
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{
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renderstate.mRenderStyle = state.RenderStyle;
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renderstate.mSpecialEffect = state.SpecialEffect;
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renderstate.mTextureEnabled = state.TextureEnabled;
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renderstate.mAlphaThreshold = state.AlphaThreshold;
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renderstate.mRenderStyle = state.applyData.RenderStyle;
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renderstate.mSpecialEffect = state.applyData.SpecialEffect;
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renderstate.mTextureEnabled = state.applyData.TextureEnabled;
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renderstate.mAlphaThreshold = state.applyData.AlphaThreshold;
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renderstate.mFogEnabled = state.applyData.FogEnabled;
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renderstate.mBrightmapEnabled = state.applyData.BrightmapEnabled;
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renderstate.mTextureClamp = state.applyData.TextureClamp;
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renderstate.mTextureMode = state.applyData.TextureMode;
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renderstate.mTextureModeFlags = state.applyData.TextureModeFlags;
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renderstate.mLightParms[0] = state.applyData.uLightDist;
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renderstate.mLightParms[1] = state.applyData.uLightFactor;
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renderstate.mLightParms[2] = state.applyData.uFogDensity;
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renderstate.mClipSplit[0] = state.applyData.uClipSplit[0];
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renderstate.mClipSplit[1] = state.applyData.uClipSplit[1];
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renderstate.mLightParms[3] = state.uLightLevel;
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renderstate.mStreamData = state.streamData;
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renderstate.mMaterial = state.material;
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renderstate.mFogEnabled = state.FogEnabled;
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renderstate.mBrightmapEnabled = state.BrightmapEnabled;
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renderstate.mTextureClamp = state.TextureClamp;
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renderstate.mTextureMode = state.TextureMode;
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renderstate.mTextureModeFlags = state.TextureModeFlags;
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renderstate.mLightParms[0] = state.uLightDist;
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renderstate.mLightParms[1] = state.uLightFactor;
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renderstate.mLightParms[2] = state.uFogDensity;
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renderstate.mLightParms[3] = state.uLightLevel;
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renderstate.mClipSplit[0] = state.uClipSplit[0];
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renderstate.mClipSplit[1] = state.uClipSplit[1];
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}
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@ -27,8 +27,8 @@ void MeshBuilder::Draw(int dt, int index, int count, bool apply)
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command.DrawType = dt;
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command.Start = index;
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command.Count = count;
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command.ApplyIndex = mApplys.Size() - 1;
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mDraws.Push(command);
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command.ApplyIndex = -1;
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mDrawLists->mDraws.Push(command);
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}
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void MeshBuilder::DrawIndexed(int dt, int index, int count, bool apply)
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@ -40,8 +40,8 @@ void MeshBuilder::DrawIndexed(int dt, int index, int count, bool apply)
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command.DrawType = dt;
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command.Start = index;
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command.Count = count;
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command.ApplyIndex = mApplys.Size() - 1;
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mIndexedDraws.Push(command);
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command.ApplyIndex = -1;
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mDrawLists->mIndexedDraws.Push(command);
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}
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void MeshBuilder::SetDepthFunc(int func)
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@ -53,45 +53,54 @@ void MeshBuilder::Apply()
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{
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MeshApplyState state;
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state.RenderStyle = mRenderStyle;
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state.SpecialEffect = mSpecialEffect;
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state.TextureEnabled = mTextureEnabled;
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state.AlphaThreshold = mAlphaThreshold;
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state.DepthFunc = mDepthFunc;
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state.applyData.RenderStyle = mRenderStyle;
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state.applyData.SpecialEffect = mSpecialEffect;
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state.applyData.TextureEnabled = mTextureEnabled;
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state.applyData.AlphaThreshold = mAlphaThreshold;
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state.applyData.DepthFunc = mDepthFunc;
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state.applyData.FogEnabled = mFogEnabled;
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state.applyData.BrightmapEnabled = mBrightmapEnabled;
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state.applyData.TextureClamp = mTextureClamp;
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state.applyData.TextureMode = mTextureMode;
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state.applyData.TextureModeFlags = mTextureModeFlags;
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state.applyData.uLightDist = mLightParms[0];
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state.applyData.uLightFactor = mLightParms[1];
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state.applyData.uFogDensity = mLightParms[2];
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state.applyData.uClipSplit = { mClipSplit[0], mClipSplit[1] };
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state.uLightLevel = mLightParms[3];
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state.streamData = mStreamData;
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state.material = mMaterial;
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state.FogEnabled = mFogEnabled;
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state.BrightmapEnabled = mBrightmapEnabled;
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state.TextureClamp = mTextureClamp;
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state.TextureMode = mTextureMode;
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state.TextureModeFlags = mTextureModeFlags;
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state.streamData.uVertexNormal = FVector4(0.0f, 0.0f, 0.0f, 0.0f); // Grr, this should be part of the vertex!!
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state.uLightDist = mLightParms[0];
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state.uLightFactor = mLightParms[1];
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state.uFogDensity = mLightParms[2];
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state.uLightLevel = mLightParms[3];
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state.uClipSplit = { mClipSplit[0], mClipSplit[1] };
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mApplys.Push(state);
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mDrawLists = &mSortedLists[state];
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}
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std::unique_ptr<Mesh> MeshBuilder::Create()
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{
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if (mDraws.Size() == 0 && mIndexedDraws.Size() == 0)
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if (mSortedLists.empty())
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return {};
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auto mesh = std::make_unique<Mesh>();
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mesh->mApplys = std::move(mApplys);
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mesh->mDraws = std::move(mDraws);
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mesh->mIndexedDraws = std::move(mIndexedDraws);
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mesh->mVertices = std::move(mVertices);
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mApplys.Clear();
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mDraws.Clear();
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mIndexedDraws.Clear();
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int applyIndex = 0;
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for (auto& it : mSortedLists)
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{
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mesh->mApplys.Push(it.first);
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for (MeshDrawCommand& command : it.second.mDraws)
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{
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command.ApplyIndex = applyIndex;
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mesh->mDraws.Push(command);
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}
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for (MeshDrawCommand& command : it.second.mIndexedDraws)
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{
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command.ApplyIndex = applyIndex;
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mesh->mIndexedDraws.Push(command);
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}
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applyIndex++;
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}
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mesh->mVertices = std::move(mVertices);
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mVertices.Clear();
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return mesh;
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@ -3,33 +3,55 @@
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#include "hw_renderstate.h"
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#include "hw_material.h"
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#include "flatvertices.h"
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#include <map>
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class Mesh;
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class MeshApplyState
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{
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public:
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FRenderStyle RenderStyle;
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int SpecialEffect;
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bool TextureEnabled;
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float AlphaThreshold;
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int DepthFunc;
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struct ApplyData
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{
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FRenderStyle RenderStyle;
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int SpecialEffect;
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int TextureEnabled;
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float AlphaThreshold;
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int DepthFunc;
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int FogEnabled;
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int BrightmapEnabled;
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int TextureClamp;
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int TextureMode;
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int TextureModeFlags;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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FVector2 uClipSplit;
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};
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float uLightLevel;
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ApplyData applyData;
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StreamData streamData;
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FMaterialState material;
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uint8_t FogEnabled;
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uint8_t BrightmapEnabled;
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int TextureClamp;
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int TextureMode;
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int TextureModeFlags;
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bool operator<(const MeshApplyState& other) const
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{
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if (material.mMaterial != other.material.mMaterial)
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return material.mMaterial < other.material.mMaterial;
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if (material.mClampMode != other.material.mClampMode)
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return material.mClampMode < other.material.mClampMode;
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if (material.mTranslation != other.material.mTranslation)
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return material.mTranslation < other.material.mTranslation;
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if (material.mOverrideShader != other.material.mOverrideShader)
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return material.mOverrideShader < other.material.mOverrideShader;
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int result = memcmp(&applyData, &other.applyData, sizeof(ApplyData));
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if (result != 0)
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return result < 0;
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FVector2 uClipSplit;
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result = memcmp(&streamData, &other.streamData, sizeof(StreamData));
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return result < 0;
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}
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};
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class MeshDrawCommand
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private:
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void Apply();
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TArray<MeshApplyState> mApplys;
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TArray<MeshDrawCommand> mDraws;
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TArray<MeshDrawCommand> mIndexedDraws;
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struct DrawLists
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{
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TArray<MeshDrawCommand> mDraws;
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TArray<MeshDrawCommand> mIndexedDraws;
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};
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std::map<MeshApplyState, DrawLists> mSortedLists;
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DrawLists* mDrawLists = nullptr;
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TArray<FFlatVertex> mVertices;
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int mDepthFunc = 0;
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};
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@ -512,13 +512,9 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
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drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
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if (gl_meshcache)
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if (gl_meshcache && meshcache.Opaque)
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{
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for (HWCachedSector& cachedsector : meshcache.Sectors)
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{
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if (cachedsector.Opaque)
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cachedsector.Opaque->Draw(state);
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}
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meshcache.Opaque->Draw(state);
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}
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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@ -526,13 +522,9 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
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if (gl_meshcache)
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if (gl_meshcache && meshcache.Translucent)
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{
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for (HWCachedSector& cachedsector : meshcache.Sectors)
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{
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if (cachedsector.Translucent)
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cachedsector.Translucent->Draw(state);
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}
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meshcache.Translucent->Draw(state);
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}
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// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
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@ -543,14 +535,10 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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state.ClearDepthBias();
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}
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if (gl_meshcache)
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if (gl_meshcache && meshcache.TranslucentDepthBiased)
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{
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state.SetDepthBias(-1, -128);
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for (HWCachedSector& cachedsector : meshcache.Sectors)
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{
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if (cachedsector.TranslucentDepthBiased)
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cachedsector.TranslucentDepthBiased->Draw(state);
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}
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meshcache.TranslucentDepthBiased->Draw(state);
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state.ClearDepthBias();
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}
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@ -16,8 +16,12 @@ HWMeshCache meshcache;
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void HWMeshCache::Clear()
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{
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#if 0
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Sectors.Reset();
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nextRefresh = 0;
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#endif
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Opaque.reset();
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Translucent.reset();
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TranslucentDepthBiased.reset();
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}
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void HWMeshCache::Update(FRenderViewpoint& vp)
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@ -26,6 +30,9 @@ void HWMeshCache::Update(FRenderViewpoint& vp)
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return;
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auto level = vp.ViewLevel;
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#if 0
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unsigned int count = level->sectors.Size();
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Sectors.Resize(count);
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@ -48,19 +55,6 @@ void HWMeshCache::Update(FRenderViewpoint& vp)
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}
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}
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#if 0
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// Refresh 10 sectors per frame.
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for (int i = 0; i < 10; i++)
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{
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if (nextRefresh < count)
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{
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Sectors[nextRefresh].NeedsUpdate = true;
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}
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if (count > 0)
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nextRefresh = (nextRefresh + 1) % count;
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}
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#endif
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// Update changed sectors
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for (unsigned int i = 0; i < count; i++)
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{
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@ -75,87 +69,91 @@ void HWMeshCache::Update(FRenderViewpoint& vp)
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cacheitem->Update(vp);
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}
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}
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}
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void HWCachedSector::Update(FRenderViewpoint& vp)
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{
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Opaque.reset();
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Translucent.reset();
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TranslucentDepthBiased.reset();
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#endif
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HWDrawInfo* di = HWDrawInfo::StartDrawInfo(vp.ViewLevel, nullptr, vp, nullptr);
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di->MeshBuilding = true;
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// Add to the draw lists
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CheckUpdate(screen->mVertexData, Sector);
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std::unordered_set<FSection*> seenSections;
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for (int i = 0, count = Sector->subsectorcount; i < count; i++)
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if (!Opaque)
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{
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subsector_t* subsector = Sector->subsectors[i];
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if (seenSections.find(subsector->section) == seenSections.end())
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HWDrawInfo* di = HWDrawInfo::StartDrawInfo(vp.ViewLevel, nullptr, vp, nullptr);
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di->MeshBuilding = true;
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// Add to the draw lists
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unsigned int count = level->sectors.Size();
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for (unsigned int i = 0; i < count; i++)
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{
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seenSections.insert(subsector->section);
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auto sector = &level->sectors[i];
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HWFlat flat;
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flat.section = subsector->section;
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sector_t* front = hw_FakeFlat(subsector->render_sector, area_default, false);
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flat.ProcessSector(di, front);
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CheckUpdate(screen->mVertexData, sector);
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std::unordered_set<FSection*> seenSections;
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for (int i = 0, count = sector->subsectorcount; i < count; i++)
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{
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subsector_t* subsector = sector->subsectors[i];
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if (seenSections.find(subsector->section) == seenSections.end())
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{
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seenSections.insert(subsector->section);
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HWFlat flat;
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flat.section = subsector->section;
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sector_t* front = hw_FakeFlat(subsector->render_sector, area_default, false);
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flat.ProcessSector(di, front);
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}
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}
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for (line_t* line : sector->Lines)
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{
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side_t* side = (line->sidedef[0]->sector == sector) ? line->sidedef[0] : line->sidedef[1];
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HWWall wall;
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wall.sub = sector->subsectors[0];
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||||
wall.Process(di, side->segs[0], sector, (line->sidedef[0]->sector == sector) ? line->backsector : line->frontsector);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (line_t* line : Sector->Lines)
|
||||
{
|
||||
side_t* side = (line->sidedef[0]->sector == Sector) ? line->sidedef[0] : line->sidedef[1];
|
||||
// Convert draw lists to meshes
|
||||
|
||||
HWWall wall;
|
||||
wall.sub = Sector->subsectors[0];
|
||||
wall.Process(di, side->segs[0], Sector, (line->sidedef[0]->sector == Sector) ? line->backsector : line->frontsector);
|
||||
}
|
||||
MeshBuilder state;
|
||||
|
||||
// Convert draw lists to meshes
|
||||
state.SetDepthMask(true);
|
||||
state.EnableFog(true);
|
||||
state.SetRenderStyle(STYLE_Source);
|
||||
|
||||
MeshBuilder state;
|
||||
di->drawlists[GLDL_PLAINWALLS].SortWalls();
|
||||
di->drawlists[GLDL_PLAINFLATS].SortFlats();
|
||||
di->drawlists[GLDL_MASKEDWALLS].SortWalls();
|
||||
di->drawlists[GLDL_MASKEDFLATS].SortFlats();
|
||||
di->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
|
||||
|
||||
state.SetDepthMask(true);
|
||||
state.EnableFog(true);
|
||||
state.SetRenderStyle(STYLE_Source);
|
||||
|
||||
di->drawlists[GLDL_PLAINWALLS].SortWalls();
|
||||
di->drawlists[GLDL_PLAINFLATS].SortFlats();
|
||||
di->drawlists[GLDL_MASKEDWALLS].SortWalls();
|
||||
di->drawlists[GLDL_MASKEDFLATS].SortFlats();
|
||||
di->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
|
||||
|
||||
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
||||
state.SetDepthFunc(DF_Less);
|
||||
state.AlphaFunc(Alpha_GEqual, 0.f);
|
||||
state.ClearDepthBias();
|
||||
state.EnableTexture(gl_texture);
|
||||
state.EnableBrightmap(true);
|
||||
di->drawlists[GLDL_PLAINWALLS].DrawWalls(di, state, false);
|
||||
di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, state, false);
|
||||
Opaque = state.Create();
|
||||
|
||||
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
||||
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
||||
di->drawlists[GLDL_MASKEDWALLS].DrawWalls(di, state, false);
|
||||
di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, state, false);
|
||||
Translucent = state.Create();
|
||||
|
||||
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
|
||||
if (di->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
|
||||
{
|
||||
state.SetDepthBias(-1, -128);
|
||||
di->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(di, state, false);
|
||||
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
||||
state.SetDepthFunc(DF_Less);
|
||||
state.AlphaFunc(Alpha_GEqual, 0.f);
|
||||
state.ClearDepthBias();
|
||||
TranslucentDepthBiased = state.Create();
|
||||
}
|
||||
else
|
||||
{
|
||||
TranslucentDepthBiased.reset();
|
||||
}
|
||||
state.EnableTexture(gl_texture);
|
||||
state.EnableBrightmap(true);
|
||||
di->drawlists[GLDL_PLAINWALLS].DrawWalls(di, state, false);
|
||||
di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, state, false);
|
||||
Opaque = state.Create();
|
||||
|
||||
di->MeshBuilding = false;
|
||||
di->EndDrawInfo();
|
||||
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
||||
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
||||
di->drawlists[GLDL_MASKEDWALLS].DrawWalls(di, state, false);
|
||||
di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, state, false);
|
||||
Translucent = state.Create();
|
||||
|
||||
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
|
||||
if (di->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
|
||||
{
|
||||
state.SetDepthBias(-1, -128);
|
||||
di->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(di, state, false);
|
||||
state.ClearDepthBias();
|
||||
TranslucentDepthBiased = state.Create();
|
||||
}
|
||||
else
|
||||
{
|
||||
TranslucentDepthBiased.reset();
|
||||
}
|
||||
|
||||
di->MeshBuilding = false;
|
||||
di->EndDrawInfo();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
struct FRenderViewpoint;
|
||||
|
||||
#if 0
|
||||
class HWCachedSector
|
||||
{
|
||||
public:
|
||||
|
@ -13,13 +14,8 @@ public:
|
|||
sector_t* Sector = nullptr;
|
||||
secplane_t Floorplane;
|
||||
secplane_t Ceilingplane;
|
||||
|
||||
std::unique_ptr<Mesh> Opaque;
|
||||
std::unique_ptr<Mesh> Translucent;
|
||||
std::unique_ptr<Mesh> TranslucentDepthBiased;
|
||||
|
||||
void Update(FRenderViewpoint& vp);
|
||||
};
|
||||
#endif
|
||||
|
||||
class HWMeshCache
|
||||
{
|
||||
|
@ -27,10 +23,13 @@ public:
|
|||
void Clear();
|
||||
void Update(FRenderViewpoint& vp);
|
||||
|
||||
#if 0
|
||||
TArray<HWCachedSector> Sectors;
|
||||
#endif
|
||||
|
||||
private:
|
||||
unsigned int nextRefresh = 0;
|
||||
std::unique_ptr<Mesh> Opaque;
|
||||
std::unique_ptr<Mesh> Translucent;
|
||||
std::unique_ptr<Mesh> TranslucentDepthBiased;
|
||||
};
|
||||
|
||||
extern HWMeshCache meshcache;
|
||||
|
|
Loading…
Reference in a new issue