mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- renamed the functions in hw_fakeflat.cpp
This commit is contained in:
parent
0dcc6ec6d3
commit
8d62ebd2f4
9 changed files with 31 additions and 39 deletions
|
@ -223,7 +223,6 @@ public:
|
|||
static float GetZFar() { return 65536.f; }
|
||||
};
|
||||
|
||||
enum area_t : int;
|
||||
#include "hwrenderer/scene/hw_fakeflat.h"
|
||||
|
||||
struct TexFilter_s
|
||||
|
|
|
@ -140,11 +140,11 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
|
|||
else
|
||||
{
|
||||
// clipping checks are only needed when the backsector is not the same as the front sector
|
||||
in_area = gl_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
|
||||
in_area = hw_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
|
||||
|
||||
backsector = gl_FakeFlat(seg->backsector, &bs, in_area, true);
|
||||
backsector = hw_FakeFlat(seg->backsector, &bs, in_area, true);
|
||||
|
||||
if (gl_CheckClip(seg->sidedef, currentsector, backsector))
|
||||
if (hw_CheckClip(seg->sidedef, currentsector, backsector))
|
||||
{
|
||||
clipper.SafeAddClipRange(startAngle, endAngle);
|
||||
}
|
||||
|
@ -428,7 +428,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
|
|||
}
|
||||
if (clipper.IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
|
||||
|
||||
fakesector=gl_FakeFlat(sector, &fake, in_area, false);
|
||||
fakesector=hw_FakeFlat(sector, &fake, in_area, false);
|
||||
|
||||
if (GLRenderer->mClipPortal)
|
||||
{
|
||||
|
@ -495,7 +495,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
|
|||
sector = sub->render_sector;
|
||||
// the planes of this subsector are faked to belong to another sector
|
||||
// This means we need the heightsec parts and light info of the render sector, not the actual one.
|
||||
fakesector = gl_FakeFlat(sector, &fake, in_area, false);
|
||||
fakesector = hw_FakeFlat(sector, &fake, in_area, false);
|
||||
}
|
||||
|
||||
uint8_t &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
|
||||
|
|
|
@ -1206,8 +1206,8 @@ void FDrawInfo::FloodUpperGap(seg_t * seg)
|
|||
{
|
||||
wallseg ws;
|
||||
sector_t ffake, bfake;
|
||||
sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
|
||||
sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
|
||||
sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
|
||||
sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
|
||||
|
||||
vertex_t * v1, * v2;
|
||||
|
||||
|
@ -1258,8 +1258,8 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
|
|||
{
|
||||
wallseg ws;
|
||||
sector_t ffake, bfake;
|
||||
sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
|
||||
sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
|
||||
sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
|
||||
sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
|
||||
|
||||
vertex_t * v1, * v2;
|
||||
|
||||
|
|
|
@ -780,7 +780,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
|
||||
if (sector->sectornum != thing->Sector->sectornum && !thruportal)
|
||||
{
|
||||
rendersector = gl_FakeFlat(thing->Sector, &rs, mDrawer->in_area, false);
|
||||
rendersector = hw_FakeFlat(thing->Sector, &rs, mDrawer->in_area, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1320,7 +1320,7 @@ void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
|
|||
th->Prev += newpos - savedpos;
|
||||
|
||||
GLSprite spr(this);
|
||||
spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, in_area, false), 2);
|
||||
spr.Process(th, hw_FakeFlat(th->Sector, &fakesector, in_area, false), 2);
|
||||
th->Angles.Yaw = savedangle;
|
||||
th->SetXYZ(savedpos);
|
||||
th->Prev -= newpos - savedpos;
|
||||
|
|
|
@ -272,7 +272,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
}
|
||||
else
|
||||
{
|
||||
fakesec = gl_FakeFlat(viewsector, &fs, in_area, false);
|
||||
fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
|
||||
|
||||
// calculate light level for weapon sprites
|
||||
lightlevel = gl_ClampLight(fakesec->lightlevel);
|
||||
|
|
|
@ -15,13 +15,7 @@ struct gl_subsectorrendernode
|
|||
subsector_t * sub;
|
||||
};
|
||||
|
||||
enum area_t : int
|
||||
{
|
||||
area_normal,
|
||||
area_below,
|
||||
area_above,
|
||||
area_default
|
||||
};
|
||||
enum area_t : int;
|
||||
|
||||
enum SectorRenderFlags
|
||||
{
|
||||
|
|
|
@ -38,9 +38,8 @@
|
|||
// Check whether the player can look beyond this line
|
||||
//
|
||||
//==========================================================================
|
||||
CVAR(Bool, gltest_slopeopt, false, 0)
|
||||
|
||||
bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector)
|
||||
bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector)
|
||||
{
|
||||
line_t *linedef = sidedef->linedef;
|
||||
double bs_floorheight1;
|
||||
|
@ -158,7 +157,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
|
||||
area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
|
||||
{
|
||||
if (in_area == area_default &&
|
||||
(backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) &&
|
||||
|
@ -186,7 +185,7 @@ area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *fr
|
|||
// by hardware rendering
|
||||
//
|
||||
//==========================================================================
|
||||
sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back)
|
||||
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back)
|
||||
{
|
||||
if (!sec->heightsec || sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || sec->heightsec==sec)
|
||||
{
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
enum area_t
|
||||
enum area_t : int
|
||||
{
|
||||
area_normal,
|
||||
area_below,
|
||||
|
@ -10,7 +10,7 @@ enum area_t
|
|||
|
||||
|
||||
// Global functions. Make them members of GLRenderer later?
|
||||
bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
|
||||
sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
||||
area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
|
||||
bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
|
||||
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
||||
area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@
|
|||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
#include "gl/utility/gl_clock.h"
|
||||
|
||||
sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
||||
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
||||
|
||||
|
||||
// This is for debugging maps.
|
||||
|
@ -280,7 +280,7 @@ bool HWDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez, area_t in_
|
|||
// Note: if this is a real line between sectors
|
||||
// we can be sure that render_sector is the real sector!
|
||||
|
||||
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
|
||||
// Don't bother with slopes
|
||||
if (sec->ceilingplane.isSlope()) return false;
|
||||
|
@ -338,7 +338,7 @@ bool HWDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez, area_t in_
|
|||
// Note: if this is a real line between sectors
|
||||
// we can be sure that render_sector is the real sector!
|
||||
|
||||
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
|
||||
// Don't bother with slopes
|
||||
if (sec->floorplane.isSlope()) return false;
|
||||
|
@ -397,7 +397,7 @@ bool HWDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez, area_t in_area
|
|||
// Note: if this is a real line between sectors
|
||||
// we can be sure that render_sector is the real sector!
|
||||
|
||||
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
|
||||
// Don't bother with slopes
|
||||
if (sec->floorplane.isSlope()) return false;
|
||||
|
@ -450,7 +450,7 @@ bool HWDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez, area_t
|
|||
// Note: if this is a real line between sectors
|
||||
// we can be sure that render_sector is the real sector!
|
||||
|
||||
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
|
||||
|
||||
// Don't bother with slopes
|
||||
if (sec->ceilingplane.isSlope()) return false;
|
||||
|
@ -539,7 +539,7 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
|
|||
|
||||
{
|
||||
// It isn't a hole. Now check whether it might be a fake bridge
|
||||
sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false);
|
||||
sector_t * fakesector = hw_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false);
|
||||
float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
backsub->validcount = validcount;
|
||||
|
@ -610,7 +610,7 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
|
|||
|
||||
{
|
||||
// It isn't a hole. Now check whether it might be a fake bridge
|
||||
sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false);
|
||||
sector_t * fakesector = hw_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false);
|
||||
float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
|
||||
|
||||
backsub->validcount = validcount;
|
||||
|
@ -1033,7 +1033,7 @@ void HWDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor
|
|||
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
|
||||
|
||||
// Must be the exact same visplane
|
||||
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
|
||||
sector_t * me = hw_FakeFlat(sub->render_sector, &fakesec, in_area, false);
|
||||
if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
|
||||
me->ceilingplane != anchor->ceilingplane ||
|
||||
me->GetCeilingLight() != anchor->GetCeilingLight() ||
|
||||
|
@ -1077,7 +1077,7 @@ void HWDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor,
|
|||
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
|
||||
|
||||
// Must be the exact same visplane
|
||||
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
|
||||
sector_t * me = hw_FakeFlat(sub->render_sector, &fakesec, in_area, false);
|
||||
if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
|
||||
me->floorplane != anchor->floorplane ||
|
||||
me->GetFloorLight() != anchor->GetFloorLight() ||
|
||||
|
@ -1116,7 +1116,7 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
|
|||
validcount++;
|
||||
for (i=0;i<CeilingStacks.Size (); i++)
|
||||
{
|
||||
sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, in_area, false);
|
||||
sector_t *sec = hw_FakeFlat(CeilingStacks[i], &fakesec, in_area, false);
|
||||
auto portal = sec->GetPortalGroup(sector_t::ceiling);
|
||||
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||||
{
|
||||
|
@ -1160,7 +1160,7 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
|
|||
validcount++;
|
||||
for (i=0;i<FloorStacks.Size (); i++)
|
||||
{
|
||||
sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, in_area, false);
|
||||
sector_t *sec = hw_FakeFlat(FloorStacks[i], &fakesec, in_area, false);
|
||||
auto portal = sec->GetPortalGroup(sector_t::floor);
|
||||
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue