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https://github.com/ZDoom/gzdoom.git
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- moved AddFlat to gl_drawinfo.cpp and deleted gl_flats.cpp.
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parent
d45f6b9bea
commit
3b7a5da83e
3 changed files with 48 additions and 92 deletions
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@ -821,7 +821,6 @@ set( FASTMATH_SOURCES
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textures/hires/xbr/xbrz.cpp
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textures/hires/xbr/xbrz_old.cpp
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gl/scene/gl_drawinfo.cpp
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gl/scene/gl_flats.cpp
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gl/scene/gl_sprite.cpp
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gl/scene/gl_skydome.cpp
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gl/scene/gl_weapon.cpp
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@ -273,6 +273,12 @@ bool FDrawInfo::SetDepthClamp(bool on)
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return gl_RenderState.SetDepthClamp(on);
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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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static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
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void FDrawInfo::Draw(EDrawType dt, FRenderState &state, int index, int count, bool apply)
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@ -303,3 +309,45 @@ void FDrawInfo::DrawIndexed(EDrawType dt, FRenderState &state, int index, int co
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//==========================================================================
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//
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// FDrawInfo::AddFlat
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//
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// Checks texture, lighting and translucency settings and puts this
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// plane in the appropriate render list.
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//
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//==========================================================================
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void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
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{
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int list;
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if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
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{
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// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
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list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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}
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else if (flat->gltexture->tex->GetTranslucency())
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{
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if (flat->stack)
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{
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list = GLDL_TRANSLUCENTBORDER;
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}
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else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
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{
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list = GLDL_TRANSLUCENT;
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}
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else
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{
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list = GLDL_PLAINFLATS;
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}
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}
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else
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{
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bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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auto newflat = drawlists[list].NewFlat();
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*newflat = *flat;
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}
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@ -1,91 +0,0 @@
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//
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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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/*
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** gl_flat.cpp
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** Flat rendering
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**
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*/
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#include "gl_load/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "p_lnspec.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_renderer.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/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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//==========================================================================
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//
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// FDrawInfo::AddFlat
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//
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// Checks texture, lighting and translucency settings and puts this
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// plane in the appropriate render list.
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//
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//==========================================================================
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void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
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{
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int list;
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if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
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{
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// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
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list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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}
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else if (flat->gltexture->tex->GetTranslucency())
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{
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if (flat->stack)
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{
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list = GLDL_TRANSLUCENTBORDER;
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}
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else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
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{
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list = GLDL_TRANSLUCENT;
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}
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else
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{
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list = GLDL_PLAINFLATS;
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}
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}
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else
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{
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bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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auto newflat = drawlists[list].NewFlat();
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*newflat = *flat;
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}
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