- added UploadLights to the DrawInfo interface.

- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
This commit is contained in:
Christoph Oelckers 2018-05-03 21:47:58 +02:00
parent 96ac1fa363
commit 6285a309ce
9 changed files with 31 additions and 23 deletions

View file

@ -857,8 +857,8 @@ void GLSceneDrawer::RenderMultipassStuff()
gl_RenderState.EnableTexture(false); gl_RenderState.EnableTexture(false);
gl_RenderState.EnableBrightmap(false); gl_RenderState.EnableBrightmap(false);
gl_RenderState.Apply(); gl_RenderState.Apply();
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_ALL);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_ALL);
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show // Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
// This creates a blank surface that only fills the nontransparent parts of the texture // This creates a blank surface that only fills the nontransparent parts of the texture
@ -866,18 +866,18 @@ void GLSceneDrawer::RenderMultipassStuff()
gl_RenderState.SetTextureMode(TM_MASK); gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.EnableBrightmap(true); gl_RenderState.EnableBrightmap(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_ALL);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_ALL);
// Part 3: The base of fogged surfaces, including the texture // Part 3: The base of fogged surfaces, including the texture
gl_RenderState.EnableBrightmap(false); gl_RenderState.EnableBrightmap(false);
gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0); gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(gl_drawinfo, GLPASS_ALL);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(gl_drawinfo, GLPASS_ALL);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(gl_drawinfo, GLPASS_ALL);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(gl_drawinfo, GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(gl_drawinfo, GLPASS_ALL);
// second pass: draw lights // second pass: draw lights
glDepthMask(false); glDepthMask(false);

View file

@ -37,7 +37,5 @@ public:
int gl_SetDynModelLight(AActor *self, int dynlightindex); int gl_SetDynModelLight(AActor *self, int dynlightindex);
extern thread_local FDynLightData lightdata;
#endif #endif

View file

@ -41,6 +41,7 @@
#include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderstate.h"
#include "gl/stereo3d/scoped_color_mask.h" #include "gl/stereo3d/scoped_color_mask.h"
#include "gl/renderer/gl_quaddrawer.h" #include "gl/renderer/gl_quaddrawer.h"
#include "gl/dynlights/gl_lightbuffer.h"
FDrawInfo * gl_drawinfo; FDrawInfo * gl_drawinfo;
FDrawInfoList di_list; FDrawInfoList di_list;
@ -522,3 +523,10 @@ GLDecal *FDrawInfo::AddDecal(bool onmirror)
return decal; return decal;
} }
int FDrawInfo::UploadLights(FDynLightData &data)
{
return GLRenderer->mLights->UploadLights(data);
}

View file

@ -48,7 +48,6 @@ enum Drawpasses
{ {
GLPASS_ALL, // Main pass with dynamic lights GLPASS_ALL, // Main pass with dynamic lights
GLPASS_LIGHTSONLY, // only collect dynamic lights GLPASS_LIGHTSONLY, // only collect dynamic lights
GLPASS_PLAIN, // Main pass without dynamic lights
GLPASS_DECALS, // Draws a decal GLPASS_DECALS, // Draws a decal
GLPASS_TRANSLUCENT, // Draws translucent objects GLPASS_TRANSLUCENT, // Draws translucent objects
@ -82,6 +81,7 @@ struct FDrawInfo : public HWDrawInfo
void AddSprite(GLSprite *sprite, bool translucent) override; void AddSprite(GLSprite *sprite, bool translucent) override;
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) override; std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) override;
int UploadLights(FDynLightData &data) override;
// Legacy GL only. // Legacy GL only.
bool PutWallCompat(GLWall *wall, int passflag); bool PutWallCompat(GLWall *wall, int passflag);

View file

@ -288,8 +288,7 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
switch (pass) switch (pass)
{ {
case GLPASS_PLAIN: // Single-pass rendering case GLPASS_ALL: // Single-pass rendering
case GLPASS_ALL: // Same, but also creates the dynlight data.
mDrawer->SetColor(flat->lightlevel, rel, flat->Colormap,1.0f); mDrawer->SetColor(flat->lightlevel, rel, flat->Colormap,1.0f);
mDrawer->SetFog(flat->lightlevel, rel, &flat->Colormap, false); mDrawer->SetFog(flat->lightlevel, rel, &flat->Colormap, false);
if (!flat->gltexture->tex->isFullbright()) if (!flat->gltexture->tex->isFullbright())

View file

@ -327,15 +327,6 @@ void FDrawInfo::AddSprite(GLSprite *sprite, bool translucent)
list = GLDL_MODELS; list = GLDL_MODELS;
} }
// That's a lot of checks...
if (sprite->modelframe && sprite->RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && gl_light_sprites && mDrawer->FixedColormap == CM_DEFAULT && !sprite->fullbright && !gl.legacyMode)
{
hw_GetDynModelLight(sprite->actor, lightdata);
sprite->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
else
sprite->dynlightindex = -1;
auto newsprt = gl_drawinfo->drawlists[list].NewSprite(); auto newsprt = gl_drawinfo->drawlists[list].NewSprite();
*newsprt = *sprite; *newsprt = *sprite;
} }

View file

@ -261,7 +261,6 @@ void FDrawInfo::DrawWall(GLWall *wall, int pass)
switch (pass) switch (pass)
{ {
case GLPASS_ALL: case GLPASS_ALL:
case GLPASS_PLAIN:
RenderTexturedWall(wall, GLWall::RWF_TEXTURED); RenderTexturedWall(wall, GLWall::RWF_TEXTURED);
break; break;

View file

@ -159,6 +159,8 @@ public:
virtual void AddFlat(GLFlat *flat, bool fog) = 0; virtual void AddFlat(GLFlat *flat, bool fog) = 0;
virtual void AddSprite(GLSprite *sprite, bool translucent) = 0; virtual void AddSprite(GLSprite *sprite, bool translucent) = 0;
virtual int UploadLights(FDynLightData &data) = 0;
virtual GLDecal *AddDecal(bool onmirror) = 0; virtual GLDecal *AddDecal(bool onmirror) = 0;
virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0; virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;

View file

@ -50,6 +50,7 @@
#include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_lighting.h" #include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/textures/hw_material.h" #include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
extern TArray<spritedef_t> sprites; extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames; extern TArray<spriteframe_t> SpriteFrames;
@ -217,6 +218,16 @@ bool GLSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v)
inline void GLSprite::PutSprite(HWDrawInfo *di, bool translucent) inline void GLSprite::PutSprite(HWDrawInfo *di, bool translucent)
{ {
// That's a lot of checks...
if (modelframe && RenderStyle.BlendOp != STYLEOP_Shadow && gl_light_sprites && level.HasDynamicLights && di->FixedColormap == CM_DEFAULT && !fullbright && !(screen->hwcaps & RFL_NO_SHADERS))
{
hw_GetDynModelLight(actor, lightdata);
dynlightindex = di->UploadLights(lightdata);
}
else
dynlightindex = -1;
di->AddSprite(this, translucent); di->AddSprite(this, translucent);
} }