mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- Fix crash when reloading a map
This commit is contained in:
parent
9a737a0622
commit
a2b9a70835
3 changed files with 17 additions and 27 deletions
|
@ -33,26 +33,15 @@ void PolyCull::CullScene(const PolyClipPlane &portalClipPlane)
|
||||||
ClearSolidSegments();
|
ClearSolidSegments();
|
||||||
MarkViewFrustum();
|
MarkViewFrustum();
|
||||||
|
|
||||||
if (level.LevelName != lastLevelName) // Is this the best way to detect a level change?
|
for (uint32_t sub : PvsSubsectors)
|
||||||
{
|
SubsectorDepths[sub] = 0xffffffff;
|
||||||
lastLevelName = level.LevelName;
|
|
||||||
SubsectorDepths.clear();
|
|
||||||
SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
|
|
||||||
SectorSeen.clear();
|
|
||||||
SectorSeen.resize(level.sectors.Size());
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for (const auto &sub : PvsSectors)
|
|
||||||
SubsectorDepths[sub->Index()] = 0xffffffff;
|
|
||||||
SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
|
SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
|
||||||
|
|
||||||
for (const auto §or : SeenSectors)
|
for (uint32_t sector : SeenSectors)
|
||||||
SectorSeen[sector->Index()] = false;
|
SectorSeen[sector] = false;
|
||||||
SectorSeen.resize(level.sectors.Size());
|
SectorSeen.resize(level.sectors.Size());
|
||||||
}
|
|
||||||
|
|
||||||
PvsSectors.clear();
|
PvsSubsectors.clear();
|
||||||
SeenSectors.clear();
|
SeenSectors.clear();
|
||||||
|
|
||||||
NextPvsLineStart = 0;
|
NextPvsLineStart = 0;
|
||||||
|
@ -125,10 +114,10 @@ void PolyCull::CullSubsector(subsector_t *sub)
|
||||||
FirstSkyHeight = false;
|
FirstSkyHeight = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t subsectorDepth = (uint32_t)PvsSectors.size();
|
uint32_t subsectorDepth = (uint32_t)PvsSubsectors.size();
|
||||||
|
|
||||||
// Mark that we need to render this
|
// Mark that we need to render this
|
||||||
PvsSectors.push_back(sub);
|
PvsSubsectors.push_back(sub->Index());
|
||||||
PvsLineStart.push_back(NextPvsLineStart);
|
PvsLineStart.push_back(NextPvsLineStart);
|
||||||
|
|
||||||
DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
|
DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
|
||||||
|
@ -169,7 +158,7 @@ void PolyCull::CullSubsector(subsector_t *sub)
|
||||||
if (!SectorSeen[sub->sector->Index()])
|
if (!SectorSeen[sub->sector->Index()])
|
||||||
{
|
{
|
||||||
SectorSeen[sub->sector->Index()] = true;
|
SectorSeen[sub->sector->Index()] = true;
|
||||||
SeenSectors.push_back(sub->sector);
|
SeenSectors.push_back(sub->sector->Index());
|
||||||
}
|
}
|
||||||
|
|
||||||
SubsectorDepths[sub->Index()] = subsectorDepth;
|
SubsectorDepths[sub->Index()] = subsectorDepth;
|
||||||
|
|
|
@ -36,11 +36,11 @@ public:
|
||||||
return PvsLineVisible[PvsLineStart[subsectorDepth] + lineIndex];
|
return PvsLineVisible[PvsLineStart[subsectorDepth] + lineIndex];
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<subsector_t *> PvsSectors;
|
std::vector<uint32_t> PvsSubsectors;
|
||||||
double MaxCeilingHeight = 0.0;
|
double MaxCeilingHeight = 0.0;
|
||||||
double MinFloorHeight = 0.0;
|
double MinFloorHeight = 0.0;
|
||||||
|
|
||||||
std::vector<sector_t *> SeenSectors;
|
std::vector<uint32_t> SeenSectors;
|
||||||
std::vector<bool> SectorSeen;
|
std::vector<bool> SectorSeen;
|
||||||
std::vector<uint32_t> SubsectorDepths;
|
std::vector<uint32_t> SubsectorDepths;
|
||||||
|
|
||||||
|
|
|
@ -69,8 +69,8 @@ void RenderPolyScene::RenderSectors()
|
||||||
{
|
{
|
||||||
PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
|
PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
|
||||||
|
|
||||||
int totalcount = (int)Cull.PvsSectors.size();
|
int totalcount = (int)Cull.PvsSubsectors.size();
|
||||||
auto subsectors = Cull.PvsSectors.data();
|
uint32_t *subsectors = Cull.PvsSubsectors.data();
|
||||||
|
|
||||||
TranslucentObjects.resize(PolyRenderer::Instance()->Threads.NumThreads());
|
TranslucentObjects.resize(PolyRenderer::Instance()->Threads.NumThreads());
|
||||||
|
|
||||||
|
@ -82,7 +82,7 @@ void RenderPolyScene::RenderSectors()
|
||||||
int end = thread->End;
|
int end = thread->End;
|
||||||
for (int i = start; i < end; i++)
|
for (int i = start; i < end; i++)
|
||||||
{
|
{
|
||||||
RenderSubsector(thread, subsectors[i], i);
|
RenderSubsector(thread, &level.subsectors[subsectors[i]], i);
|
||||||
}
|
}
|
||||||
}, [&](PolyRenderThread *thread)
|
}, [&](PolyRenderThread *thread)
|
||||||
{
|
{
|
||||||
|
@ -372,8 +372,9 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
|
||||||
}
|
}
|
||||||
|
|
||||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||||
for (sector_t *sector : Cull.SeenSectors)
|
for (uint32_t sectorIndex : Cull.SeenSectors)
|
||||||
{
|
{
|
||||||
|
sector_t *sector = &level.sectors[sectorIndex];
|
||||||
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
|
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
|
||||||
{
|
{
|
||||||
DVector2 left, right;
|
DVector2 left, right;
|
||||||
|
|
Loading…
Reference in a new issue