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- re-added software translucency splitting for old hardware.
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parent
b06c86db38
commit
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1 changed files with 41 additions and 2 deletions
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@ -319,8 +319,29 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
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// Bad things will happen if the memory must be reallocated!
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GLWall w = *ws;
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AddWall(&w);
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// Splitting is done in the shader with clip planes, if available
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if (gl.glslversion < 1.3f)
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{
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GLWall * ws1;
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ws1=&walls[walls.Size()-1];
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ws=&walls[drawitems[sort->itemindex].index]; // may have been reallocated!
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float newtexv = ws->uplft.v + ((ws->lolft.v - ws->uplft.v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
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// Splitting is done in the shader with clip planes.
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// I make the very big assumption here that translucent walls in sloped sectors
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// and 3D-floors never coexist in the same level. If that were the case this
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// code would become extremely more complicated.
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if (!ceiling)
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{
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ws->ztop[1] = ws1->zbottom[1] = ws->ztop[0] = ws1->zbottom[0] = fh->z;
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ws->uprgt.v = ws1->lorgt.v = ws->uplft.v = ws1->lolft.v = newtexv;
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}
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else
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{
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ws1->ztop[1] = ws->zbottom[1] = ws1->ztop[0] = ws->zbottom[0] = fh->z;
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ws1->uplft.v = ws->lolft.v = ws1->uprgt.v = ws->lorgt.v=newtexv;
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}
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}
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SortNode * sort2 = SortNodes.GetNew();
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memset(sort2, 0, sizeof(SortNode));
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@ -357,8 +378,26 @@ void GLDrawList::SortSpriteIntoPlane(SortNode * head,SortNode * sort)
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// We have to split this sprite
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GLSprite s=*ss;
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AddSprite(&s); // add a copy to avoid reallocation issues.
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// Splitting is done in the shader with clip planes, if available
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if (gl.glslversion < 1.3f)
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{
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GLSprite * ss1;
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ss1=&sprites[sprites.Size()-1];
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ss=&sprites[drawitems[sort->itemindex].index]; // may have been reallocated!
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float newtexv=ss->vt + ((ss->vb-ss->vt)/(ss->z2-ss->z1))*(fh->z-ss->z1);
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// Splitting is done in the shader with clip planes.
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if (!ceiling)
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{
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ss->z1=ss1->z2=fh->z;
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ss->vt=ss1->vb=newtexv;
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}
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else
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{
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ss1->z1=ss->z2=fh->z;
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ss1->vt=ss->vb=newtexv;
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}
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}
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SortNode * sort2=SortNodes.GetNew();
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memset(sort2,0,sizeof(SortNode));
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