mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 06:32:29 +00:00
- allow reallocation of light buffer if more lights are needed.
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
This commit is contained in:
parent
38796e7714
commit
00d7707aef
11 changed files with 323 additions and 169 deletions
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@ -45,15 +45,20 @@
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#include "gl/system/gl_interface.h"
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#include "gl/utility//gl_clock.h"
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static const int BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
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static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.
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float *mMap;
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FLightBuffer::FLightBuffer()
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{
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mBufferSize = INITIAL_BUFFER_SIZE;
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mByteSize = mBufferSize * sizeof(float);
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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mBufferType = GL_SHADER_STORAGE_BUFFER;
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mBlockAlign = -1;
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mBlockSize = BUFFER_SIZE;
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mBlockSize = mBufferSize;
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}
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else
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{
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@ -64,12 +69,17 @@ FLightBuffer::FLightBuffer()
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}
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glGenBuffers(1, &mBufferId);
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glBindBuffer(mBufferType, mBufferId);
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unsigned int bytesize = BUFFER_SIZE * 4 * sizeof(float);
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glBufferStorage(mBufferType, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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void *map = glMapBufferRange(mBufferType, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)map;
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, mBufferId);
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
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mBufferPointer = NULL;
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}
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Clear();
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mLastMappedIndex = UINT_MAX;
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@ -84,7 +94,8 @@ FLightBuffer::~FLightBuffer()
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void FLightBuffer::Clear()
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{
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mIndex = 0;
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mBufferArray.Clear();
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mIndices.Clear();
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mUploadIndex = 0;
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}
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int FLightBuffer::UploadLights(FDynLightData &data)
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@ -120,13 +131,45 @@ int FLightBuffer::UploadLights(FDynLightData &data)
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if (totalsize <= 1) return -1;
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if (mIndex + totalsize > BUFFER_SIZE)
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if (mIndex + totalsize > mBufferSize)
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{
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return -1; // we ran out of space. All following lights will be ignored
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// reallocate the buffer with twice the size
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unsigned int newbuffer;
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// first unmap the old buffer
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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// create and bind the new buffer, bind the old one to a copy target (too bad that DSA is not yet supported well enough to omit this crap.)
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glGenBuffers(1, &newbuffer);
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glBindBufferBase(mBufferType, LIGHTBUF_BINDINGPOINT, newbuffer);
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glBindBuffer(GL_COPY_READ_BUFFER, mBufferId);
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// create the new buffer's storage (twice as large as the old one)
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mBufferSize *= 2;
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mByteSize *= 2;
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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glBufferStorage(mBufferType, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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glBufferData(mBufferType, mByteSize, NULL, GL_DYNAMIC_DRAW);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, mBufferType, 0, 0, mByteSize/2);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &mBufferId);
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mBufferId = newbuffer;
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}
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float *copyptr;
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assert(mBufferPointer != NULL);
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if (mBufferPointer == NULL) return -1;
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copyptr = mBufferPointer + mIndex * 4;
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float parmcnt[] = { 0, size0, size0 + size1, size0 + size1 + size2 };
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@ -142,9 +185,23 @@ int FLightBuffer::UploadLights(FDynLightData &data)
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return bufferindex;
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}
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void FLightBuffer::Begin()
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{
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if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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glBindBuffer(mBufferType, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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}
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}
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void FLightBuffer::Finish()
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{
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Clear();
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if (!(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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glBindBuffer(mBufferType, mBufferId);
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glUnmapBuffer(mBufferType);
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mBufferPointer = NULL;
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}
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}
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int FLightBuffer::BindUBO(unsigned int index)
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@ -6,15 +6,18 @@ struct FDynLightData;
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class FLightBuffer
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{
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TArray<float> mBufferArray;
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TArray<int> mIndices;
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unsigned int mBufferId;
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float * mBufferPointer;
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unsigned int mBufferType;
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unsigned int mIndex;
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unsigned int mUploadIndex;
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unsigned int mLastMappedIndex;
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unsigned int mBlockAlign;
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unsigned int mBlockSize;
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unsigned int mBufferSize;
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unsigned int mByteSize;
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public:
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@ -22,10 +25,14 @@ public:
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~FLightBuffer();
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void Clear();
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int UploadLights(FDynLightData &data);
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void Begin();
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void Finish();
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int BindUBO(unsigned int index);
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unsigned int GetBlockSize() const { return mBlockSize; }
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unsigned int GetBufferType() const { return mBufferType; }
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unsigned int GetIndexPtr() const { return mIndices.Size(); }
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void StoreIndex(int index) { mIndices.Push(index); }
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int GetIndex(int i) const { return mIndices[i]; }
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};
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#endif
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@ -110,7 +110,7 @@ void FGLRenderer::Initialize()
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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mModelVBO = new FModelVertexBuffer;
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mLights = new FLightBuffer;
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mLights = new FLightBuffer();
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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SetupLevel();
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@ -692,7 +692,7 @@ SortNode * GLDrawList::DoSort(SortNode * head)
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//
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//
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//==========================================================================
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void GLDrawList::DoDraw(int pass, int i)
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void GLDrawList::DoDraw(int pass, int i, bool trans)
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{
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switch(drawitems[i].rendertype)
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{
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{
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GLFlat * f=&flats[drawitems[i].index];
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RenderFlat.Clock();
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f->Draw(pass);
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f->Draw(pass, trans);
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RenderFlat.Unclock();
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}
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break;
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@ -739,13 +739,13 @@ void GLDrawList::DoDrawSorted(SortNode * head)
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{
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DoDrawSorted(head->left);
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}
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DoDraw(GLPASS_TRANSLUCENT, head->itemindex);
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DoDraw(GLPASS_TRANSLUCENT, head->itemindex, true);
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if (head->equal)
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{
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SortNode * ehead=head->equal;
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while (ehead)
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{
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DoDraw(GLPASS_TRANSLUCENT, ehead->itemindex);
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DoDraw(GLPASS_TRANSLUCENT, ehead->itemindex, true);
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ehead=ehead->equal;
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}
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}
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{
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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DoDraw(pass, i);
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DoDraw(pass, i, false);
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}
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}
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@ -26,8 +26,9 @@ enum DrawListType
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enum Drawpasses
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{
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GLPASS_PLAIN, // Main pass without dynamic lights
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GLPASS_ALL, // Main pass with dynamic lights
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GLPASS_LIGHTSONLY, // only collect dynamic lights
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GLPASS_PLAIN, // Main pass without dynamic lights
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GLPASS_DECALS, // Draws a decal
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GLPASS_DECALS_NOFOG,// Draws a decal without setting the fog (used for passes that need a fog layer)
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GLPASS_TRANSLUCENT, // Draws translucent objects
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SortNode * SortSpriteList(SortNode * head);
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SortNode * DoSort(SortNode * head);
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void DoDraw(int pass, int index);
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void DoDraw(int pass, int index, bool trans);
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void DoDrawSorted(SortNode * node);
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void DrawSorted();
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void Draw(int pass);
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//==========================================================================
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extern FDynLightData lightdata;
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bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
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void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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{
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Plane p;
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if (dli != NULL && *dli != -1)
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{
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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}
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lightdata.Clear();
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FLightNode * node = sub->lighthead;
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while (node)
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node = node->nextLight;
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}
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dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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gl_RenderState.ApplyLightIndex(dynlightindex);
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return false;
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int d = GLRenderer->mLights->UploadLights(lightdata);
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if (pass == GLPASS_LIGHTSONLY)
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{
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GLRenderer->mLights->StoreIndex(d);
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}
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else
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{
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gl_RenderState.ApplyLightIndex(d);
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}
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}
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//==========================================================================
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//
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//==========================================================================
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void GLFlat::DrawSubsectors(int pass, bool istrans)
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void GLFlat::ProcessLights(bool istrans)
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{
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bool lightsapplied = false;
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dynlightindex = GLRenderer->mLights->GetIndexPtr();
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if (sub)
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{
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// This represents a single subsector
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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node = node->next;
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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{
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int dli = dynlightindex;
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gl_RenderState.Apply();
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if (sub)
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{
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// This represents a single subsector
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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else
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@ -216,10 +273,10 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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// This is just a quick hack to make translucent 3D floors and portals work.
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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}
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while (node)
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{
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, node->sub);
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if (processlights) SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(node->sub);
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node = node->next;
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}
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@ -266,7 +323,7 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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//
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//
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//==========================================================================
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void GLFlat::Draw(int pass)
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void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIGHTSONLY
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{
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int rel = getExtraLight();
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gltexture->Bind();
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, false);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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gl_RenderState.EnableTextureMatrix(false);
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break;
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case GLPASS_LIGHTSONLY:
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if (!trans || gltexture)
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{
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ProcessLights(trans);
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}
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break;
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case GLPASS_TRANSLUCENT:
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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if (!gltexture)
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{
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gl_RenderState.EnableTexture(false);
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DrawSubsectors(pass, true);
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DrawSubsectors(pass, false, true);
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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gltexture->Bind();
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, true);
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DrawSubsectors(pass, true, true);
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gl_RenderState.EnableTextureMatrix(false);
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -340,20 +340,31 @@ void FGLRenderer::RenderScene(int recursion)
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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// First draw all single-pass stuff
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gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
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gl_drawinfo->drawlists[GLDL_MASKED].Sort();
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gl_drawinfo->drawlists[GLDL_MASKEDOFS].Sort();
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAIN].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKED].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDOFS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY);
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GLRenderer->mLights->Finish();
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}
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// Part 1: solid geometry. This is set up so that there are no transparent parts
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL); // just in case
|
||||
GLRenderer->mLights->Finish();
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
int pass;
|
||||
|
||||
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights)
|
||||
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
pass = GLPASS_ALL;
|
||||
}
|
||||
|
@ -364,7 +375,6 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
|
||||
gl_RenderState.EnableTexture(gl_texture);
|
||||
gl_RenderState.EnableBrightmap(true);
|
||||
gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
|
||||
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
|
||||
|
||||
|
||||
|
@ -375,15 +385,13 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
gl_RenderState.SetTextureMode(TM_MASK);
|
||||
}
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
||||
gl_drawinfo->drawlists[GLDL_MASKED].Sort();
|
||||
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
|
||||
|
||||
// this list is empty most of the time so only waste time on it when in use.
|
||||
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
|
||||
if (gl_drawinfo->drawlists[GLDL_MASKEDOFS].Size() > 0)
|
||||
{
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
gl_drawinfo->drawlists[GLDL_MASKEDOFS].Sort();
|
||||
gl_drawinfo->drawlists[GLDL_MASKEDOFS].Draw(pass);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
|
@ -393,7 +401,7 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Draw decals (not a real pass)
|
||||
// Part 4: Draw decals (not a real pass)
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
|
@ -413,8 +421,8 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
// so they don't interfere with overlapping mid textures.
|
||||
glPolygonOffset(1.0f, 128.0f);
|
||||
|
||||
// flood all the gaps with the back sector's flat texture
|
||||
// This will always be drawn like GLDL_PLAIN or GLDL_FOG, depending on the fog settings
|
||||
// Part 5: flood all the gaps with the back sector's flat texture
|
||||
// This will always be drawn like GLDL_PLAIN, depending on the fog settings
|
||||
|
||||
glDepthMask(false); // don't write to Z-buffer!
|
||||
gl_RenderState.EnableFog(true);
|
||||
|
@ -782,6 +790,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
SetCameraPos(viewx, viewy, viewz, viewangle);
|
||||
SetViewMatrix(false, false);
|
||||
gl_RenderState.ApplyMatrices();
|
||||
GLRenderer->mLights->Clear();
|
||||
|
||||
clipper.Clear();
|
||||
angle_t a1 = FrustumAngle();
|
||||
|
|
|
@ -112,7 +112,7 @@ CVAR(Bool, gl_nolayer, false, 0)
|
|||
//==========================================================================
|
||||
void GLSprite::Draw(int pass)
|
||||
{
|
||||
if (pass == GLPASS_DECALS) return;
|
||||
if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -279,16 +279,17 @@ public:
|
|||
|
||||
int dynlightindex;
|
||||
|
||||
bool SetupSubsectorLights(bool lightsapplied, subsector_t * sub);
|
||||
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
|
||||
void DrawSubsector(subsector_t * sub);
|
||||
void DrawSubsectorLights(subsector_t * sub, int pass);
|
||||
void DrawSubsectors(int pass, bool istrans);
|
||||
void DrawSubsectors(int pass, bool processlights, bool istrans);
|
||||
void ProcessLights(bool istrans);
|
||||
|
||||
void PutFlat(bool fog = false);
|
||||
void Process(sector_t * model, int whichplane, bool notexture);
|
||||
void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
|
||||
void ProcessSector(sector_t * frontsector);
|
||||
void Draw(int pass);
|
||||
void Draw(int pass, bool trans);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -70,8 +70,19 @@ EXTERN_CVAR(Bool, gl_seamless)
|
|||
//==========================================================================
|
||||
FDynLightData lightdata;
|
||||
|
||||
|
||||
void GLWall::SetupLights()
|
||||
{
|
||||
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
|
||||
switch (type)
|
||||
{
|
||||
case RENDERWALL_FOGBOUNDARY:
|
||||
case RENDERWALL_MIRRORSURFACE:
|
||||
case RENDERWALL_COLOR:
|
||||
case RENDERWALL_COLORLAYER:
|
||||
return;
|
||||
}
|
||||
|
||||
float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
|
||||
Plane p;
|
||||
|
||||
|
@ -357,7 +368,7 @@ void GLWall::Draw(int pass)
|
|||
#endif
|
||||
|
||||
|
||||
if (type == RENDERWALL_COLORLAYER)
|
||||
if (type == RENDERWALL_COLORLAYER && pass != GLPASS_LIGHTSONLY)
|
||||
{
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
|
@ -365,10 +376,14 @@ void GLWall::Draw(int pass)
|
|||
|
||||
switch (pass)
|
||||
{
|
||||
case GLPASS_ALL: // Single-pass rendering
|
||||
case GLPASS_LIGHTSONLY:
|
||||
SetupLights();
|
||||
break;
|
||||
|
||||
case GLPASS_ALL:
|
||||
SetupLights();
|
||||
// fall through
|
||||
case GLPASS_PLAIN: // Single-pass rendering
|
||||
case GLPASS_PLAIN:
|
||||
rel = rellight + getExtraLight();
|
||||
gl_SetColor(lightlevel, rel, Colormap,1.0f);
|
||||
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
|
||||
|
@ -409,7 +424,7 @@ void GLWall::Draw(int pass)
|
|||
}
|
||||
}
|
||||
|
||||
if (type == RENDERWALL_COLORLAYER)
|
||||
if (type == RENDERWALL_COLORLAYER && pass != GLPASS_LIGHTSONLY)
|
||||
{
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
|
|
Loading…
Reference in a new issue