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- preparations for textured dynamic lights.
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parent
3be33b5725
commit
ee7a4daa8c
3 changed files with 51 additions and 7 deletions
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@ -991,10 +991,15 @@ static FDrawInfoList di_list;
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FDrawInfo::FDrawInfo()
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{
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next = NULL;
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if (gl.lightmethod == LM_SOFTWARE)
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{
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dldrawlists = new GLDrawList[GLLDL_TYPES];
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}
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}
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FDrawInfo::~FDrawInfo()
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{
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if (dldrawlists != NULL) delete[] dldrawlists;
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ClearBuffers();
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}
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@ -1025,6 +1030,10 @@ void FDrawInfo::StartScene()
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next = gl_drawinfo;
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gl_drawinfo = this;
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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if (dldrawlists != NULL)
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{
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for (int i = 0; i < GLLDL_TYPES; i++) dldrawlists[i].Reset();
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}
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}
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//==========================================================================
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@ -1037,6 +1046,10 @@ void FDrawInfo::EndDrawInfo()
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FDrawInfo * di = gl_drawinfo;
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for(int i=0;i<GLDL_TYPES;i++) di->drawlists[i].Reset();
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if (di->dldrawlists != NULL)
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{
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for (int i = 0; i < GLLDL_TYPES; i++) di->dldrawlists[i].Reset();
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}
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gl_drawinfo=di->next;
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di_list.Release(di);
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}
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@ -25,6 +25,28 @@ enum DrawListType
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GLDL_TYPES,
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};
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// more lists for handling of dynamic lights
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enum DLDrawListType
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{
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// These are organized so that the various multipass rendering modes have to be set as few times as possible
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GLLDL_WALLS_PLAIN, // dynamic lights on normal walls
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GLLDL_WALLS_BRIGHT, // dynamic lights on brightmapped walls
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GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures
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GLLDL_FLATS_PLAIN, // dynamic lights on normal flats
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GLLDL_FLATS_BRIGHT, // dynamic lights on brightmapped flats
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GLLDL_FLATS_MASKED, // dynamic lights on masked flats
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GLLDL_WALLS_FOG, // lights on fogged walls
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GLLDL_WALLS_FOGMASKED, // lights on fogged masked midtextures
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GLLDL_FLATS_FOG, // lights on fogged walls
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GLLDL_FLATS_FOGMASKED, // lights on fogged masked midtextures
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GLLDL_TYPES,
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};
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enum Drawpasses
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{
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GLPASS_ALL, // Main pass with dynamic lights
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@ -32,6 +54,12 @@ enum Drawpasses
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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_TRANSLUCENT, // Draws translucent objects
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// these are only used with texture based dynamic lights
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GLPASS_BASE, // untextured base for dynamic lights
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GLPASS_LIGHTTEX, // lighttexture pass
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GLPASS_TEXONLY // finishing texture pass
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};
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//==========================================================================
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@ -199,6 +227,7 @@ struct FDrawInfo
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FDrawInfo * next;
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GLDrawList drawlists[GLDL_TYPES];
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GLDrawList *dldrawlists; // only gets allocated when needed.
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FDrawInfo();
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~FDrawInfo();
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@ -804,6 +804,8 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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0
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};
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//Printf("Trying to create an OpenGL %d.%d %s profile context\n", versions[i] / 10, versions[i] % 10, prof == WGL_CONTEXT_CORE_PROFILE_BIT_ARB ? "Core" : "Compatibility");
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m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
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if (m_hRC != NULL) break;
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}
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@ -832,7 +834,7 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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}
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}
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// We get here if the driver doesn't support the modern context creation API which always means an old driver.
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I_Error ("R_OPENGL: Unable to create an OpenGL render context.\n");
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I_Error ("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n");
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return false;
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}
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