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https://github.com/ZDoom/gzdoom.git
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- always use glPolygonOffset to render translucent geometry.
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92dcf2e5ef
commit
43e2d704a3
2 changed files with 21 additions and 19 deletions
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@ -100,19 +100,20 @@ void FLightBuffer::Clear()
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int FLightBuffer::UploadLights(FDynLightData &data)
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{
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unsigned int size0 = data.arrays[0].Size()/4;
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unsigned int size1 = data.arrays[1].Size()/4;
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unsigned int size2 = data.arrays[2].Size()/4;
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unsigned int totalsize = size0 + size1 + size2 + 1;
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int size0 = data.arrays[0].Size()/4;
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int size1 = data.arrays[1].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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int totalsize = size0 + size1 + size2 + 1;
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if (mBlockAlign > 0 && totalsize + (mIndex % mBlockAlign) > mBlockSize)
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// pointless type casting because some compilers can't print enough warnings.
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if (mBlockAlign > 0 && (unsigned int)totalsize + (mIndex % mBlockAlign) > mBlockSize)
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{
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mIndex = ((mIndex + mBlockAlign) / mBlockAlign) * mBlockAlign;
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// can't be rendered all at once.
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if (totalsize > mBlockSize)
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if ((unsigned int)totalsize > mBlockSize)
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{
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int diff = totalsize - mBlockSize;
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int diff = totalsize - (int)mBlockSize;
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size2 -= diff;
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if (size2 < 0)
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@ -238,7 +238,11 @@ void GLWall::RenderFogBoundary()
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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RenderWall(RWF_BLANK);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.SetEffect(EFF_NONE);
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}
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}
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@ -368,12 +372,6 @@ void GLWall::Draw(int pass)
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#endif
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if (type == RENDERWALL_COLORLAYER && pass != GLPASS_LIGHTSONLY)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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}
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switch (pass)
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{
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case GLPASS_LIGHTSONLY:
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@ -396,6 +394,8 @@ void GLWall::Draw(int pass)
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break;
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case GLPASS_TRANSLUCENT:
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switch (type)
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{
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case RENDERWALL_MIRRORSURFACE:
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@ -406,15 +406,16 @@ void GLWall::Draw(int pass)
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RenderFogBoundary();
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break;
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case RENDERWALL_COLORLAYER:
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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RenderTranslucentWall();
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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default:
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RenderTranslucentWall();
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break;
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}
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}
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if (type == RENDERWALL_COLORLAYER && pass != GLPASS_LIGHTSONLY)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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}
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