- the sections are now being used as the smallest element to draw flat planes.

This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
This commit is contained in:
Christoph Oelckers 2018-11-05 22:14:18 +01:00
parent 50bd9c3594
commit 375dd7e28f
5 changed files with 12 additions and 35 deletions

View file

@ -256,11 +256,6 @@ public:
VPUniforms.mClipHeight = 0;
}
bool ClipLineShouldBeActive()
{
return (screen->hwcaps & RFL_NO_CLIP_PLANES) && VPUniforms.mClipLine.X > -1000000.f;
}
HWPortal * FindPortal(const void * src);
void RenderBSPNode(void *node);
void RenderBSP(void *node);

View file

@ -182,8 +182,6 @@ void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &light
void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
{
auto vcount = sector->ibocount;
if (level.HasDynamicLights && screen->BuffersArePersistent())
{
SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
@ -191,34 +189,13 @@ void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
state.SetLightIndex(dynlightindex);
if (vcount > 0 && !di->ClipLineShouldBeActive())
{
state.DrawIndexed(DT_Triangles, iboindex, vcount);
flatvertices += vcount;
flatprimitives++;
}
else
{
/*
int index = iboindex;
bool applied = false;
for (int i = 0; i < sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
if (sub->numlines <= 2) continue;
state.DrawIndexed(DT_Triangles, iboindex + section->vertexindex, section->vertexcount);
flatvertices += section->vertexcount;
flatprimitives++;
if (di->ss_renderflags[sub->Index()] & renderflags)
{
state.DrawIndexed(DT_Triangles, index, (sub->numlines - 2) * 3, !applied);
applied = true;
flatvertices += sub->numlines;
flatprimitives++;
}
index += (sub->numlines - 2) * 3;
}
*/
}
#if 0
//Temporarily disabled until the render hack code can be redone and refactored into its own draw elements
if (!(renderflags&SSRF_RENDER3DPLANES))
{
// Draw the subsectors assigned to it due to missing textures
@ -282,6 +259,7 @@ void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
}
}
#endif
}
//==========================================================================

View file

@ -1297,7 +1297,6 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
{
subsector_t *sub = HandledSubsectors[j];
ss_renderflags[sub->Index()] &= ~SSRF_RENDERCEILING;
sub->sector->ibocount = -1; // cannot render this sector in one go.
if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
{
@ -1343,7 +1342,6 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
{
subsector_t *sub = HandledSubsectors[j];
ss_renderflags[sub->Index()] &= ~SSRF_RENDERFLOOR;
sub->sector->ibocount = -1; // cannot render this sector in one go.
if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
{

View file

@ -96,6 +96,11 @@ FSkyVertexBuffer::FSkyVertexBuffer()
mVertexBuffer->SetData(mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], true);
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
delete mVertexBuffer;
}
//-----------------------------------------------------------------------------
//
//

View file

@ -67,6 +67,7 @@ public:
public:
FSkyVertexBuffer();
~FSkyVertexBuffer();
void SetupMatrices(FMaterial *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix);
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{