- moved AddFlat to gl_drawinfo.cpp and deleted gl_flats.cpp.

This commit is contained in:
Christoph Oelckers 2018-10-21 00:38:56 +02:00
parent d45f6b9bea
commit 3b7a5da83e
3 changed files with 48 additions and 92 deletions

View file

@ -821,7 +821,6 @@ set( FASTMATH_SOURCES
textures/hires/xbr/xbrz.cpp textures/hires/xbr/xbrz.cpp
textures/hires/xbr/xbrz_old.cpp textures/hires/xbr/xbrz_old.cpp
gl/scene/gl_drawinfo.cpp gl/scene/gl_drawinfo.cpp
gl/scene/gl_flats.cpp
gl/scene/gl_sprite.cpp gl/scene/gl_sprite.cpp
gl/scene/gl_skydome.cpp gl/scene/gl_skydome.cpp
gl/scene/gl_weapon.cpp gl/scene/gl_weapon.cpp

View file

@ -273,6 +273,12 @@ bool FDrawInfo::SetDepthClamp(bool on)
return gl_RenderState.SetDepthClamp(on); return gl_RenderState.SetDepthClamp(on);
} }
//==========================================================================
//
//
//
//==========================================================================
static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP }; static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
void FDrawInfo::Draw(EDrawType dt, FRenderState &state, int index, int count, bool apply) void FDrawInfo::Draw(EDrawType dt, FRenderState &state, int index, int count, bool apply)
@ -303,3 +309,45 @@ void FDrawInfo::DrawIndexed(EDrawType dt, FRenderState &state, int index, int co
//==========================================================================
//
// FDrawInfo::AddFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
{
int list;
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
{
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (flat->gltexture->tex->GetTranslucency())
{
if (flat->stack)
{
list = GLDL_TRANSLUCENTBORDER;
}
else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_PLAINFLATS;
}
}
else
{
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
}
auto newflat = drawlists[list].NewFlat();
*newflat = *flat;
}

View file

@ -1,91 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_flat.cpp
** Flat rendering
**
*/
#include "gl_load/gl_system.h"
#include "a_sharedglobal.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "p_lnspec.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "gl_load/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
//==========================================================================
//
// FDrawInfo::AddFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
{
int list;
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
{
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (flat->gltexture->tex->GetTranslucency())
{
if (flat->stack)
{
list = GLDL_TRANSLUCENTBORDER;
}
else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_PLAINFLATS;
}
}
else
{
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
}
auto newflat = drawlists[list].NewFlat();
*newflat = *flat;
}