mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- cleanup of GL renderer interface and improper header use in software renderer.
This commit is contained in:
parent
245a9ef80c
commit
2b2c986bd0
14 changed files with 42 additions and 61 deletions
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@ -55,8 +55,6 @@
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**
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*/
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#include "gl/system/gl_system.h"
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#include "templates.h"
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#include "m_random.h"
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#include "p_local.h"
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@ -205,14 +203,14 @@ void ADynamicLight::Activate(AActor *activator)
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if (lighttype == PulseLight)
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{
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float pulseTime = specialf1 / TICRATE;
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float pulseTime = float(specialf1 / TICRATE);
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m_lastUpdate = level.maptime;
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if (!swapped) m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
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else m_cycler.SetParams(float(args[LIGHT_INTENSITY]), float(args[LIGHT_SECONDARY_INTENSITY]), pulseTime);
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m_cycler.ShouldCycle(true);
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentRadius = m_cycler.GetVal();
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m_currentRadius = float(m_cycler.GetVal());
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}
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if (m_currentRadius <= 0) m_currentRadius = 1;
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}
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@ -261,14 +259,14 @@ void ADynamicLight::Tick()
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m_lastUpdate = level.maptime;
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m_cycler.Update(diff);
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m_currentRadius = m_cycler.GetVal();
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m_currentRadius = float(m_cycler.GetVal());
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break;
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}
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case FlickerLight:
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{
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int rnd = randLight();
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float pct = specialf1 / 360.f;
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float pct = float(specialf1 / 360.f);
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m_currentRadius = float(args[LIGHT_INTENSITY + (rnd >= pct * 255)]);
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break;
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@ -696,7 +694,7 @@ void ADynamicLight::LinkLight()
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// passing in radius*radius allows us to do a distance check without any calls to sqrt
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subsector_t * subSec = R_PointInSubsector(Pos());
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::validcount++;
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CollectWithinRadius(Pos(), subSec, radius*radius);
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CollectWithinRadius(Pos(), subSec, float(radius*radius));
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}
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@ -62,17 +62,6 @@ EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE|CVAR_SERVERINFO)
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{
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if (self>90.f) self=90.f;
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else if (self<-90.f) self=-90.f;
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if (usergame)
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{
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// [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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}
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CUSTOM_CVAR(Bool, gl_notexturefill, false, 0)
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{
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glset.notexturefill = self;
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@ -56,7 +56,7 @@ struct FGLLinePortal
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int validcount = 0;
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};
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extern TArray<FPortal *> portals;
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extern TArray<FPortal *> glSectorPortals;
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extern TArray<FGLLinePortal*> linePortalToGL;
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extern TArray<uint8_t> currentmapsection;
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@ -72,7 +72,7 @@ typedef TArray<FPortalSector> FPortalSectors;
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typedef TMap<FPortalID, FPortalSectors> FPortalMap;
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TArray<FPortal *> portals;
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TArray<FPortal *> glSectorPortals;
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TArray<FGLLinePortal*> linePortalToGL;
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TArray<FGLLinePortal> glLinePortals;
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@ -371,7 +371,7 @@ void gl_InitPortals()
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}
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CollectPortalSectors(collection);
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portals.Clear();
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glSectorPortals.Clear();
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FPortalMap::Iterator it(collection);
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FPortalMap::Pair *pair;
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@ -386,14 +386,14 @@ void gl_InitPortals()
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}
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for (int i=1;i<=2;i<<=1)
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{
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// add separate portals for floor and ceiling.
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// add separate glSectorPortals for floor and ceiling.
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if (planeflags & i)
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{
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FPortal *portal = new FPortal;
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portal->mDisplacement = pair->Key.mDisplacement;
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portal->plane = (i==1? sector_t::floor : sector_t::ceiling); /**/
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portal->glportal = NULL;
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portals.Push(portal);
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glSectorPortals.Push(portal);
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for(unsigned j=0;j<pair->Value.Size(); j++)
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{
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sector_t *sec = pair->Value[j].mSub;
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@ -412,7 +412,7 @@ void gl_InitPortals()
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}
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}
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// Now group the line portals (each group must be a continuous set of colinear linedefs with no gaps)
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// Now group the line glSectorPortals (each group must be a continuous set of colinear linedefs with no gaps)
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glLinePortals.Clear();
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linePortalToGL.Clear();
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TArray<int> tempindex;
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@ -433,7 +433,7 @@ void gl_InitPortals()
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FGLLinePortal &glport = glLinePortals[glLinePortals.Reserve(1)];
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glport.lines.Push(&linePortals[i]);
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// We cannot do this grouping for non-linked portals because they can be changed at run time.
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// We cannot do this grouping for non-linked glSectorPortals because they can be changed at run time.
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if (linePortals[i].mType == PORTT_LINKED && pLine != nullptr)
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{
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glport.v1 = pLine->v1;
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@ -448,7 +448,7 @@ void gl_InitPortals()
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{
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line_t *pSrcLine2 = linePortals[j].mOrigin;
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line_t *pLine2 = linePortals[j].mDestination;
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// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical portals aren't found here.)
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// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical glSectorPortals aren't found here.)
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unsigned srcang = pSrcLine->Delta().Angle().BAMs();
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unsigned dstang = pLine->Delta().Angle().BAMs();
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if ((pSrcLine->v2 == pSrcLine2->v1 && pLine->v1 == pLine2->v2) ||
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@ -486,18 +486,18 @@ void gl_InitPortals()
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CCMD(dumpportals)
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{
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for(unsigned i=0;i<portals.Size(); i++)
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for(unsigned i=0;i<glSectorPortals.Size(); i++)
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{
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double xdisp = portals[i]->mDisplacement.X;
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double ydisp = portals[i]->mDisplacement.Y;
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Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, portals[i]->plane==0? "floor":"ceiling",
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double xdisp = glSectorPortals[i]->mDisplacement.X;
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double ydisp = glSectorPortals[i]->mDisplacement.Y;
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Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, glSectorPortals[i]->plane==0? "floor":"ceiling",
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xdisp, ydisp);
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Printf(PRINT_LOG, "Coverage:\n");
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for(int j=0;j<numsubsectors;j++)
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{
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subsector_t *sub = &subsectors[j];
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FPortal *port = sub->render_sector->GetGLPortal(portals[i]->plane);
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if (port == portals[i])
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FPortal *port = sub->render_sector->GetGLPortal(glSectorPortals[i]->plane);
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if (port == glSectorPortals[i])
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{
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Printf(PRINT_LOG, "\tSubsector %d (%d):\n\t\t", j, sub->render_sector->sectornum);
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for(unsigned k = 0;k< sub->numlines; k++)
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@ -505,7 +505,7 @@ CCMD(dumpportals)
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Printf(PRINT_LOG, "(%.3f,%.3f), ", sub->firstline[k].v1->fX() + xdisp, sub->firstline[k].v1->fY() + ydisp);
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}
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Printf(PRINT_LOG, "\n\t\tCovered by subsectors:\n");
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FPortalCoverage *cov = &sub->portalcoverage[portals[i]->plane];
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FPortalCoverage *cov = &sub->portalcoverage[glSectorPortals[i]->plane];
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for(int l = 0;l< cov->sscount; l++)
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{
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subsector_t *csub = &subsectors[cov->subsectors[l]];
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@ -488,12 +488,6 @@ static void PrepareSegs()
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int *segcount = new int[numsides];
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int realsegs = 0;
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// Get floatng point coordinates of vertices
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for(auto &v : level.vertexes)
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{
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v.dirty = true;
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}
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// count the segs
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memset(segcount, 0, numsides * sizeof(int));
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@ -638,11 +632,11 @@ void gl_CleanLevelData()
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}
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}
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}
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for(unsigned i=0;i<portals.Size(); i++)
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for(unsigned i=0;i<glSectorPortals.Size(); i++)
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{
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delete portals[i];
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delete glSectorPortals[i];
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}
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portals.Clear();
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glSectorPortals.Clear();
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}
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@ -265,7 +265,7 @@ void GLSceneDrawer::CreateScene()
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
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for(unsigned i=0;i<glSectorPortals.Size(); i++) glSectorPortals[i]->glportal = NULL;
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GLRenderer->gl_spriteindex=0;
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Bsp.Clock();
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GLRenderer->mVBO->Map();
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@ -459,7 +459,7 @@ void GLSceneDrawer::RenderTranslucent()
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//-----------------------------------------------------------------------------
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//
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// gl_drawscene - this function renders the scene from the current
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// viewpoint, including mirrors and skyboxes and other portals
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// viewpoint, including mirrors and skyboxes and other glSectorPortals
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// It is assumed that the GLPortal::EndFrame returns with the
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// stencil, z-buffer and the projection matrix intact!
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//
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@ -510,7 +510,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
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gl_RenderState.ApplyMatrices();
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}
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// Handle all portals after rendering the opaque objects but before
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// Handle all glSectorPortals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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GLPortal::EndFrame();
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@ -28,7 +28,6 @@
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#include "r_data/r_translate.h"
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#include "r_data/r_interpolate.h"
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#include "poly_renderer.h"
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#include "gl/data/gl_data.h"
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#include "d_net.h"
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#include "po_man.h"
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#include "st_stuff.h"
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@ -30,7 +30,6 @@
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#include "poly_portal.h"
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#include "polyrenderer/poly_renderer.h"
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#include "swrenderer/scene/r_light.h"
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#include "gl/data/gl_data.h"
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/////////////////////////////////////////////////////////////////////////////
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@ -28,7 +28,6 @@
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#include "r_data/r_translate.h"
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#include "polyrenderer/scene/poly_scene.h"
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#include "polyrenderer/poly_renderer.h"
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#include "gl/data/gl_data.h"
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#include "swrenderer/scene/r_light.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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10
src/r_defs.h
10
src/r_defs.h
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@ -132,6 +132,7 @@ struct vertex_t
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int Index() const;
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angle_t viewangle; // precalculated angle for clipping
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int angletime; // recalculation time for view angle
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bool dirty; // something has changed and needs to be recalculated
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@ -1023,6 +1024,7 @@ public:
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// killough 3/7/98: support flat heights drawn at another sector's heights
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sector_t *heightsec; // other sector, or NULL if no other sector
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FLightNode * lighthead;
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uint32_t bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
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// [RH] these can also be blend values if
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double transdoorheight; // for transparent door hacks
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subsector_t ** subsectors;
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FPortal * portals[2]; // floor and ceiling portals
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FLightNode * lighthead;
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enum
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{
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@ -1138,12 +1139,12 @@ struct side_t
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DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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part textures[3];
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line_t *linedef;
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//uint32_t linenum;
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uint32_t LeftSide, RightSide; // [RH] Group walls into loops
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uint16_t TexelLength;
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uint32_t LeftSide, RightSide; // [RH] Group walls into loops
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uint16_t TexelLength;
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int16_t Light;
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uint8_t Flags;
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int UDMFIndex; // needed to access custom UDMF fields which are stored in loading order.
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FLightNode * lighthead; // all dynamic lights that may affect this wall
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int GetLightLevel (bool foggy, int baselight, bool is3dlight=false, int *pfakecontrast_usedbygzdoom=NULL) const;
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@ -1254,7 +1255,6 @@ struct side_t
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int Index() const;
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//For GL
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FLightNode * lighthead; // all blended lights that may affect this wall
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seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
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int numsegs;
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@ -1115,3 +1115,14 @@ CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
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self = 1.f;
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}
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}
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CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
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{
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if (self>90.f) self = 90.f;
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else if (self<-90.f) self = -90.f;
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if (usergame)
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{
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// [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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}
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@ -36,7 +36,6 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_draw_rgba.h"
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//#include "gl/data/gl_matrix.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#ifdef NO_SSE
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@ -51,10 +51,6 @@
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#include "p_setup.h"
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#include "g_levellocals.h"
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void gl_InitData();
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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@ -352,7 +348,6 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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void FSoftwareRenderer::PreprocessLevel()
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{
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gl_PreprocessLevel();
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// This just sets the default colormap for the spftware renderer.
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NormalLight.Maps = realcolormaps.Maps;
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NormalLight.ChangeColor(PalEntry(255, 255, 255), 0);
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void FSoftwareRenderer::CleanLevelData()
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{
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gl_CleanLevelData();
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}
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double FSoftwareRenderer::GetVisibility()
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@ -32,7 +32,6 @@
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#include "d_player.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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