mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
This commit is contained in:
parent
202d209eb8
commit
8080e039e0
12 changed files with 101 additions and 40 deletions
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@ -1043,7 +1043,6 @@ set (PCH_SOURCES
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g_statusbar/sbar_mugshot.cpp
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g_statusbar/shared_sbar.cpp
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gl/compatibility/gl_20.cpp
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gl/data/gl_setup.cpp
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gl/data/gl_vertexbuffer.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_lightbuffer.cpp
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@ -1150,6 +1149,7 @@ set (PCH_SOURCES
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r_data/sprites.cpp
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r_data/portalgroups.cpp
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r_data/voxels.cpp
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r_data/renderinfo.cpp
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r_data/renderstyle.cpp
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r_data/r_interpolate.cpp
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r_data/r_vanillatrans.cpp
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@ -91,6 +91,7 @@ struct FLevelLocals
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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int NumMapSections;
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TArray<zone_t> Zones;
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@ -17,9 +17,4 @@ inline int getExtraLight()
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return r_viewpoint.extralight * gl_weaponlight;
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}
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struct GLSectorStackPortal;
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extern TArray<uint8_t> currentmapsection;
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#endif
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@ -423,7 +423,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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if (!sector) return;
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// If the mapsections differ this subsector can't possibly be visible from the current view point
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if (!(currentmapsection[sub->mapsection>>3] & (1 << (sub->mapsection & 7)))) return;
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if (!CurrentMapSections[sub->mapsection]) return;
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if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect.
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if (gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN)
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@ -579,20 +579,22 @@ GLPortal * GLPortal::FindPortal(const void * src)
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//-----------------------------------------------------------------------------
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//
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//
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// Save/RestoreMapSection
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//
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// saves CurrentMapSection for a recursive call of SceneDrawer::DrawScene
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//
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//-----------------------------------------------------------------------------
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void GLPortal::SaveMapSection()
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{
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savedmapsection.Resize(currentmapsection.Size());
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memcpy(&savedmapsection[0], ¤tmapsection[0], currentmapsection.Size());
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memset(¤tmapsection[0], 0, currentmapsection.Size());
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SavedMapSection = std::move(drawer->CurrentMapSections);
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drawer->CurrentMapSections.Resize(SavedMapSection.Size());
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drawer->CurrentMapSections.Zero();
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}
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void GLPortal::RestoreMapSection()
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{
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memcpy(¤tmapsection[0], &savedmapsection[0], currentmapsection.Size());
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drawer->CurrentMapSections = std::move(SavedMapSection);
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}
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//-----------------------------------------------------------------------------
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@ -650,7 +652,7 @@ void GLSkyboxPortal::DrawContents()
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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SaveMapSection();
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currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
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drawer->CurrentMapSections.Set(mapsection);
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drawer->DrawScene(DM_SKYPORTAL);
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portal->mFlags &= ~PORTSF_INSKYBOX;
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@ -732,7 +734,7 @@ void GLSectorStackPortal::SetupCoverage()
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for(int j=0;j<sub->portalcoverage[plane].sscount; j++)
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{
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subsector_t *dsub = &::level.subsectors[sub->portalcoverage[plane].subsectors[j]];
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currentmapsection[dsub->mapsection>>3] |= 1 << (dsub->mapsection&7);
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drawer->CurrentMapSections.Set(dsub->mapsection);
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gl_drawinfo->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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}
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}
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@ -1055,8 +1057,7 @@ void GLLineToLinePortal::DrawContents()
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if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
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sub = R_PointInSubsector(line->v1->fixX(), line->v1->fixY());
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else sub = line->frontsector->subsectors[0];
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int mapsection = sub->mapsection;
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currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
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drawer->CurrentMapSections.Set(sub->mapsection);
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}
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GLRenderer->mViewActor = nullptr;
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@ -109,7 +109,7 @@ private:
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ActorRenderFlags savedvisibility;
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GLPortal *PrevPortal;
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GLPortal *PrevClipPortal;
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TArray<uint8_t> savedmapsection;
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BitArray SavedMapSection;
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TArray<unsigned int> mPrimIndices;
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protected:
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@ -88,7 +88,6 @@ EXTERN_CVAR (Bool, r_drawvoxels)
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extern bool NoInterpolateView;
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area_t in_area;
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TArray<uint8_t> currentmapsection;
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int camtexcount;
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//-----------------------------------------------------------------------------
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@ -737,8 +736,9 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
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GLPortal::BeginScene();
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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memset(¤tmapsection[0], 0, currentmapsection.Size());
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currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
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CurrentMapSections.Resize(level.NumMapSections);
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CurrentMapSections.Zero();
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CurrentMapSections.Set(mapsection);
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DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
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FDrawInfo::EndDrawInfo();
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@ -1129,10 +1129,12 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, do
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//
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//
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//===========================================================================
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void gl_PreprocessLevel();
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void FGLInterface::PreprocessLevel()
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{
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gl_PreprocessLevel();
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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}
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}
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uint32_t FGLInterface::GetCaps()
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@ -45,6 +45,7 @@ public:
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Clipper clipper;
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int FixedColormap;
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area_t in_area;
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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angle_t FrustumAngle();
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void SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror);
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@ -71,7 +72,7 @@ public:
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void DrawPSprite(player_t * player, DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture);
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void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep);
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void DrawTargeterSprites();
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void InitClipper(angle_t a1, angle_t a2)
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{
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clipper.Clear();
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@ -721,7 +721,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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}
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// If this thing is in a map section that's not in view it can't possibly be visible
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if (!thruportal && !(currentmapsection[thing->subsector->mapsection >> 3] & (1 << (thing->subsector->mapsection & 7)))) return;
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if (!thruportal && !mDrawer->CurrentMapSections[thing->subsector->mapsection]) return;
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
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@ -129,6 +129,7 @@ void P_SetSlopes ();
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void P_CopySlopes();
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void BloodCrypt (void *data, int key, int len);
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void P_ClearUDMFKeys();
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void InitRenderInfo();
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extern AActor *P_SpawnMapThing (FMapThing *mthing, int position);
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@ -4120,6 +4121,7 @@ void P_SetupLevel (const char *lumpname, int position)
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}
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// This must be done BEFORE the PolyObj Spawn!!!
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InitRenderInfo();
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Renderer->PreprocessLevel();
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InitPortalGroups();
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@ -21,8 +21,8 @@
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//
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/*
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** gl_setup.cpp
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** Initializes the data structures required by the GL renderer to handle
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** a level
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** Initializes the data structures required by the hardware renderer to handle
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** render hacks and optimization.
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**
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**/
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@ -42,13 +42,6 @@
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/utility/gl_clock.h"
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//==========================================================================
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//
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// Map section generation
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@ -208,7 +201,7 @@ struct MapSectionGenerator
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}
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while (set);
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num = MergeMapSections(num);
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currentmapsection.Resize(1 + num/8);
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level.NumMapSections = num;
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#ifdef DEBUG
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Printf("%d map sections found\n", num);
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#endif
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@ -544,7 +537,7 @@ static void PrepareSegs()
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//
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//==========================================================================
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void gl_PreprocessLevel()
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void InitRenderInfo()
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{
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PrepareSegs();
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PrepareSectorData();
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@ -581,11 +574,6 @@ void gl_PreprocessLevel()
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}
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delete[] checkmap;
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if (GLRenderer != NULL)
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{
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GLRenderer->SetupLevel();
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}
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#if 0
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gl_CreateSections();
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#endif
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71
src/tarray.h
71
src/tarray.h
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@ -1259,3 +1259,74 @@ public:
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Clear();
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}
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};
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class BitArray
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{
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TArray<uint8_t> bytes;
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unsigned size;
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public:
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void Resize(unsigned elem)
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{
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bytes.Resize((elem + 7) / 8);
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size = elem;
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}
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BitArray() : size(0)
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{
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}
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BitArray(const BitArray & arr)
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{
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bytes = arr.bytes;
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size = arr.size;
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}
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BitArray &operator=(const BitArray & arr)
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{
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bytes = arr.bytes;
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size = arr.size;
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return *this;
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}
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BitArray(BitArray && arr)
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{
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bytes = std::move(arr.bytes);
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size = arr.size;
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arr.size = 0;
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}
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BitArray &operator=(BitArray && arr)
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{
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bytes = std::move(arr.bytes);
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size = arr.size;
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arr.size = 0;
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return *this;
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}
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bool operator[](size_t index) const
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{
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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}
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void Set(size_t index)
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{
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bytes[index >> 3] |= (1 << (index & 7));
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}
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void Clear(size_t index)
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{
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bytes[index >> 3] &= ~(1 << (index & 7));
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}
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unsigned Size() const
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{
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return size;
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}
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void Zero()
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{
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memset(&bytes[0], 0, bytes.Size());
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}
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};
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