mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
- removed gl_drawinfo-> from FDrawInfo member functions and pass it to some other functions as a parameter.
This really shouldn't be handled as a global variable. The mere fact that several member functions used it incorrectly is ample proof of that.
This commit is contained in:
parent
3069b53804
commit
31263eeac2
9 changed files with 82 additions and 82 deletions
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@ -586,7 +586,7 @@ bool FDrawInfo::PutFlatCompat(GLFlat *flat, bool fog)
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int list = list_indices[masked][foggy];
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auto newflat = gl_drawinfo->dldrawlists[list].NewFlat();
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auto newflat = dldrawlists[list].NewFlat();
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*newflat = *flat;
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return true;
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}
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@ -720,7 +720,7 @@ void FDrawInfo::DrawLightsCompat(GLFlat *flat, int pass)
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for (int i = 0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()] & flat->renderflags)
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if (ss_renderflags[sub->Index()] & flat->renderflags)
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{
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DrawSubsectorLights(flat, sub, pass);
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}
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@ -730,8 +730,8 @@ void FDrawInfo::DrawLightsCompat(GLFlat *flat, int pass)
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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GetOtherFloorPlanes(flat->sector->sectornum) :
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GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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@ -854,7 +854,7 @@ void FDrawInfo::RenderLightsCompat(GLWall *wall, int pass)
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//
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//==========================================================================
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void GLSceneDrawer::RenderMultipassStuff()
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void GLSceneDrawer::RenderMultipassStuff(FDrawInfo *di)
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{
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// First pass: empty background with sector light only
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@ -864,8 +864,8 @@ void GLSceneDrawer::RenderMultipassStuff()
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.Apply();
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_ALL);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_ALL);
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di->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(di, GLPASS_ALL);
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di->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(di, GLPASS_ALL);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
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// This creates a blank surface that only fills the nontransparent parts of the texture
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@ -873,18 +873,18 @@ void GLSceneDrawer::RenderMultipassStuff()
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gl_RenderState.SetTextureMode(TM_MASK);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_ALL);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_ALL);
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di->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(di, GLPASS_ALL);
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di->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(di, GLPASS_ALL);
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// Part 3: The base of fogged surfaces, including the texture
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(gl_drawinfo, GLPASS_ALL);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(gl_drawinfo, GLPASS_ALL);
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di->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(di, GLPASS_ALL);
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di->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(di, GLPASS_ALL);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(gl_drawinfo, GLPASS_ALL);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(gl_drawinfo, GLPASS_ALL);
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di->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(di, GLPASS_ALL);
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di->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(di, GLPASS_ALL);
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// second pass: draw lights
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glDepthMask(false);
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@ -895,10 +895,10 @@ void GLSceneDrawer::RenderMultipassStuff()
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gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_EQUAL);
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if (level.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX);
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di->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(di, GLPASS_LIGHTTEX);
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di->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(di, GLPASS_LIGHTTEX);
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di->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(di, GLPASS_LIGHTTEX);
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di->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(di, GLPASS_LIGHTTEX);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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else gl_lights = false;
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@ -910,11 +910,11 @@ void GLSceneDrawer::RenderMultipassStuff()
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gl_RenderState.EnableFog(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
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glDepthFunc(GL_LEQUAL);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_TEXONLY);
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di->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(di, GLPASS_TEXONLY);
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di->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(di, GLPASS_TEXONLY);
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gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_TEXONLY);
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di->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(di, GLPASS_TEXONLY);
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di->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(di, GLPASS_TEXONLY);
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// fourth pass: additive lights
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gl_RenderState.EnableFog(true);
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@ -922,14 +922,14 @@ void GLSceneDrawer::RenderMultipassStuff()
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glDepthFunc(GL_EQUAL);
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if (gl_SetupLightTexture())
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{
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX_FOGGY);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(gl_drawinfo, GLPASS_LIGHTTEX_FOGGY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX_FOGGY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(gl_drawinfo, GLPASS_LIGHTTEX_FOGGY);
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di->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(di, GLPASS_LIGHTTEX_ADDITIVE);
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di->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(di, GLPASS_LIGHTTEX_ADDITIVE);
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di->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(di, GLPASS_LIGHTTEX_ADDITIVE);
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di->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(di, GLPASS_LIGHTTEX_ADDITIVE);
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di->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(di, GLPASS_LIGHTTEX_FOGGY);
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di->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(di, GLPASS_LIGHTTEX_FOGGY);
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di->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(di, GLPASS_LIGHTTEX_FOGGY);
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di->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(di, GLPASS_LIGHTTEX_FOGGY);
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}
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else gl_lights = false;
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@ -81,13 +81,13 @@ void FDrawInfo::DoDrawSorted(HWDrawList *dl, SortNode * head)
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DoDrawSorted(dl, head->left);
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gl_RenderState.SetClipSplit(clipsplit);
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}
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dl->DoDraw(gl_drawinfo, GLPASS_TRANSLUCENT, head->itemindex, true);
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dl->DoDraw(this, 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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dl->DoDraw(gl_drawinfo, GLPASS_TRANSLUCENT, ehead->itemindex, true);
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dl->DoDraw(this, GLPASS_TRANSLUCENT, ehead->itemindex, true);
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ehead=ehead->equal;
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}
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}
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@ -141,7 +141,7 @@ void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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for (int i=0; i< flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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if (ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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SetupSubsectorLights(flat, GLPASS_LIGHTSONLY, sub, nullptr);
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}
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@ -151,8 +151,8 @@ void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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GetOtherFloorPlanes(flat->sector->sectornum) :
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GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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@ -182,7 +182,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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if (ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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@ -201,7 +201,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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if (ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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DrawSubsector(flat, sub);
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@ -213,8 +213,8 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
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GetOtherFloorPlanes(flat->sector->sectornum) :
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GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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@ -399,7 +399,7 @@ void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
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bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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auto newflat = gl_drawinfo->drawlists[list].NewFlat();
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auto newflat = drawlists[list].NewFlat();
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*newflat = *flat;
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}
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@ -688,7 +688,7 @@ GLSectorStackPortal::~GLSectorStackPortal()
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//
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//-----------------------------------------------------------------------------
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static uint8_t SetCoverage(void *node)
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static uint8_t SetCoverage(FDrawInfo *di, void *node)
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{
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if (level.nodes.Size() == 0)
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{
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@ -697,18 +697,18 @@ static uint8_t SetCoverage(void *node)
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if (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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uint8_t coverage = SetCoverage(bsp->children[0]) | SetCoverage(bsp->children[1]);
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uint8_t coverage = SetCoverage(di, bsp->children[0]) | SetCoverage(di, bsp->children[1]);
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gl_drawinfo->no_renderflags[bsp->Index()] = coverage;
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return coverage;
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}
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else
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{
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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return gl_drawinfo->ss_renderflags[sub->Index()] & SSRF_SEEN;
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return di->ss_renderflags[sub->Index()] & SSRF_SEEN;
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}
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}
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void GLSectorStackPortal::SetupCoverage()
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void GLSectorStackPortal::SetupCoverage(FDrawInfo *di)
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{
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for(unsigned i=0; i<subsectors.Size(); i++)
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{
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@ -721,7 +721,7 @@ void GLSectorStackPortal::SetupCoverage()
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gl_drawinfo->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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}
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}
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SetCoverage(::level.HeadNode());
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SetCoverage(di, ::level.HeadNode());
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}
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//-----------------------------------------------------------------------------
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@ -742,7 +742,7 @@ void GLSectorStackPortal::DrawContents()
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drawer->SetupView(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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SaveMapSection();
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SetupCoverage();
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SetupCoverage(gl_drawinfo);
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ClearClipper();
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// If the viewpoint is not within the portal, we need to invalidate the entire clip area.
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@ -302,7 +302,7 @@ public:
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{
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origin=pt;
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}
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void SetupCoverage();
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void SetupCoverage(FDrawInfo *di);
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void AddSubsector(subsector_t *sub)
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{
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subsectors.Push(sub);
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@ -253,7 +253,7 @@ void GLSceneDrawer::CreateScene()
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SetView();
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validcount++; // used for processing sidedefs only once by the renderer.
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gl_drawinfo->clipPortal = !!GLRenderer->mClipPortal;
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gl_drawinfo->mAngles = GLRenderer->mAngles;
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gl_drawinfo->mViewVector = GLRenderer->mViewVector;
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@ -289,7 +289,7 @@ void GLSceneDrawer::CreateScene()
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//
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::RenderScene(int recursion)
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void GLSceneDrawer::RenderScene(FDrawInfo *di, int recursion)
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{
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RenderAll.Clock();
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@ -303,11 +303,11 @@ void GLSceneDrawer::RenderScene(int recursion)
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if (gl_sort_textures)
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{
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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di->drawlists[GLDL_PLAINWALLS].SortWalls();
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di->drawlists[GLDL_PLAINFLATS].SortFlats();
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di->drawlists[GLDL_MASKEDWALLS].SortWalls();
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di->drawlists[GLDL_MASKEDFLATS].SortFlats();
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di->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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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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@ -315,10 +315,10 @@ void GLSceneDrawer::RenderScene(int recursion)
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if (gl.lightmethod == LM_DEFERRED && level.HasDynamicLights && FixedColormap == CM_DEFAULT)
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{
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(gl_drawinfo, GLPASS_LIGHTSONLY, true);
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di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_TRANSLUCENTBORDER].Draw(di, GLPASS_LIGHTSONLY);
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di->drawlists[GLDL_TRANSLUCENT].Draw(di, GLPASS_LIGHTSONLY, true);
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GLRenderer->mLights->Finish();
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}
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@ -336,7 +336,7 @@ void GLSceneDrawer::RenderScene(int recursion)
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else // GL 2.x legacy mode
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{
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// process everything that needs to handle textured dynamic lights.
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if (level.HasDynamicLights) RenderMultipassStuff();
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if (level.HasDynamicLights) RenderMultipassStuff(di);
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// The remaining lists which are unaffected by dynamic lights are just processed as normal.
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pass = GLPASS_ALL;
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@ -344,8 +344,8 @@ void GLSceneDrawer::RenderScene(int recursion)
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gl_RenderState.EnableTexture(gl_texture);
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gl_RenderState.EnableBrightmap(true);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(gl_drawinfo, pass);
|
||||
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(gl_drawinfo, pass);
|
||||
di->drawlists[GLDL_PLAINWALLS].DrawWalls(di, pass);
|
||||
di->drawlists[GLDL_PLAINFLATS].DrawFlats(di, pass);
|
||||
|
||||
|
||||
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
||||
|
@ -355,20 +355,20 @@ void GLSceneDrawer::RenderScene(int recursion)
|
|||
gl_RenderState.SetTextureMode(TM_MASK);
|
||||
}
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
||||
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(gl_drawinfo, pass);
|
||||
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(gl_drawinfo, pass);
|
||||
di->drawlists[GLDL_MASKEDWALLS].DrawWalls(di, pass);
|
||||
di->drawlists[GLDL_MASKEDFLATS].DrawFlats(di, pass);
|
||||
|
||||
// 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_MASKEDWALLSOFS].Size() > 0)
|
||||
if (di->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
|
||||
{
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(gl_drawinfo, pass);
|
||||
di->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(di, pass);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
}
|
||||
|
||||
gl_drawinfo->drawlists[GLDL_MODELS].Draw(gl_drawinfo, pass);
|
||||
di->drawlists[GLDL_MODELS].Draw(di, pass);
|
||||
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
@ -377,7 +377,7 @@ void GLSceneDrawer::RenderScene(int recursion)
|
|||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
glDepthMask(false);
|
||||
gl_drawinfo->DrawDecals();
|
||||
di->DrawDecals();
|
||||
|
||||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||
|
||||
|
@ -395,7 +395,7 @@ void GLSceneDrawer::RenderScene(int recursion)
|
|||
gl_RenderState.EnableFog(true);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||||
gl_drawinfo->DrawUnhandledMissingTextures();
|
||||
di->DrawUnhandledMissingTextures();
|
||||
glDepthMask(true);
|
||||
|
||||
glPolygonOffset(0.0f, 0.0f);
|
||||
|
@ -478,7 +478,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
|
|||
}
|
||||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||||
|
||||
RenderScene(recursion);
|
||||
RenderScene(gl_drawinfo, recursion);
|
||||
|
||||
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
|
||||
{
|
||||
|
@ -505,7 +505,7 @@ void GLSceneDrawer::DrawScene(int drawmode)
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
|
||||
void GLSceneDrawer::EndDrawScene(FDrawInfo *di, sector_t * viewsector)
|
||||
{
|
||||
gl_RenderState.EnableFog(false);
|
||||
|
||||
|
@ -515,7 +515,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
|
|||
{
|
||||
// [BB] The HUD model should be drawn over everything else already drawn.
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
gl_drawinfo->DrawPlayerSprites(true);
|
||||
di->DrawPlayerSprites(true);
|
||||
}
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
@ -525,7 +525,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
|
|||
// Delay drawing psprites until after bloom has been applied, if enabled.
|
||||
if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT)
|
||||
{
|
||||
DrawEndScene2D(viewsector);
|
||||
DrawEndScene2D(di, viewsector);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -537,7 +537,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
|
|||
}
|
||||
}
|
||||
|
||||
void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
|
||||
void GLSceneDrawer::DrawEndScene2D(FDrawInfo *di, sector_t * viewsector)
|
||||
{
|
||||
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
||||
|
||||
|
@ -549,7 +549,7 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
|
|||
glDisable(GL_MULTISAMPLE);
|
||||
|
||||
|
||||
gl_drawinfo->DrawPlayerSprites(false);
|
||||
di->DrawPlayerSprites(false);
|
||||
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
|
@ -696,11 +696,11 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
|
|||
|
||||
FDrawInfo::StartDrawInfo(this);
|
||||
ProcessScene(toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
|
||||
if (mainview && toscreen) EndDrawScene(gl_drawinfo, lviewsector); // do not call this for camera textures.
|
||||
|
||||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
|
||||
GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(gl_drawinfo, lviewsector); });
|
||||
|
||||
// This should be done after postprocessing, not before.
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
|
|
|
@ -20,7 +20,7 @@ class GLSceneDrawer
|
|||
|
||||
TMap<DPSprite*, int> weapondynlightindex;
|
||||
|
||||
void RenderMultipassStuff();
|
||||
void RenderMultipassStuff(FDrawInfo *di);
|
||||
|
||||
void UnclipSubsector(subsector_t *sub);
|
||||
void AddLine (seg_t *seg, bool portalclip);
|
||||
|
@ -33,7 +33,7 @@ class GLSceneDrawer
|
|||
void DoSubsector(subsector_t * sub);
|
||||
void RenderBSPNode(void *node);
|
||||
|
||||
void RenderScene(int recursion);
|
||||
void RenderScene(FDrawInfo *di, int recursion);
|
||||
void RenderTranslucent();
|
||||
|
||||
void CreateScene();
|
||||
|
@ -60,8 +60,8 @@ public:
|
|||
void SetFixedColormap(player_t *player);
|
||||
void DrawScene(int drawmode);
|
||||
void ProcessScene(bool toscreen = false);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
void DrawEndScene2D(sector_t * viewsector);
|
||||
void EndDrawScene(FDrawInfo *di, sector_t * viewsector);
|
||||
void DrawEndScene2D(FDrawInfo *di, sector_t * viewsector);
|
||||
|
||||
sector_t *RenderViewpoint(AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
||||
sector_t *RenderView(player_t *player);
|
||||
|
|
|
@ -327,7 +327,7 @@ void FDrawInfo::AddSprite(GLSprite *sprite, bool translucent)
|
|||
list = GLDL_MODELS;
|
||||
}
|
||||
|
||||
auto newsprt = gl_drawinfo->drawlists[list].NewSprite();
|
||||
auto newsprt = drawlists[list].NewSprite();
|
||||
*newsprt = *sprite;
|
||||
}
|
||||
|
||||
|
|
|
@ -142,7 +142,7 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
|
|||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
glDepthMask(false);
|
||||
gl_drawinfo->DrawDecalsForMirror(wall);
|
||||
DrawDecalsForMirror(wall);
|
||||
glDepthMask(true);
|
||||
glPolygonOffset(0.0f, 0.0f);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
@ -293,7 +293,7 @@ void FDrawInfo::DrawWall(GLWall *wall, int pass)
|
|||
case GLPASS_LIGHTTEX:
|
||||
case GLPASS_LIGHTTEX_ADDITIVE:
|
||||
case GLPASS_LIGHTTEX_FOGGY:
|
||||
gl_drawinfo->RenderLightsCompat(wall, pass);
|
||||
RenderLightsCompat(wall, pass);
|
||||
break;
|
||||
|
||||
case GLPASS_TEXONLY:
|
||||
|
|
Loading…
Reference in a new issue