mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-29 07:22:05 +00:00
Rename RenderBSP to RenderOpaquePass and RenderTranslucent to RenderTranslucentPass
This commit is contained in:
parent
6f1836b68b
commit
3f8e5d26b8
27 changed files with 93 additions and 93 deletions
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@ -846,9 +846,9 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/drawers/r_drawers.cpp
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swrenderer/drawers/r_thread.cpp
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swrenderer/scene/r_3dfloors.cpp
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swrenderer/scene/r_bsp.cpp
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swrenderer/scene/r_opaque_pass.cpp
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swrenderer/scene/r_portal.cpp
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swrenderer/scene/r_translucent.cpp
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swrenderer/scene/r_translucent_pass.cpp
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swrenderer/line/r_line.cpp
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swrenderer/line/r_walldraw.cpp
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swrenderer/line/r_wallsetup.cpp
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@ -31,7 +31,7 @@
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#include "r_data/colormaps.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/segments/r_clipsegment.h"
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@ -33,7 +33,7 @@
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#include "r_data/colormaps.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/line/r_line.h"
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@ -138,7 +138,7 @@ namespace swrenderer
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// kg3D - its fake, no transfer_heights
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if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
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{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
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backsector = RenderBSP::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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backsector = RenderOpaquePass::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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}
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doorclosed = false; // killough 4/16/98
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@ -455,7 +455,7 @@ namespace swrenderer
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// kg3D - backup for mid and fake walls
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draw_segment->bkup = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->bkup, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->bkup, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
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if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
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@ -567,13 +567,13 @@ namespace swrenderer
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if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1)
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{
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draw_segment->sprtopclip = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->sprtopclip, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->sprtopclip, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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}
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if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1)
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{
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draw_segment->sprbottomclip = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->sprbottomclip, &RenderBSP::Instance()->floorclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->sprbottomclip, &RenderOpaquePass::Instance()->floorclip[start], sizeof(short)*(stop - start));
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}
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if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
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@ -969,8 +969,8 @@ namespace swrenderer
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// clip wall to the floor and ceiling
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
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auto floorclip = RenderOpaquePass::Instance()->floorclip;
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for (x = x1; x < x2; ++x)
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{
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if (walltop[x] < ceilingclip[x])
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@ -42,7 +42,7 @@
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#include "swrenderer/drawers/r_drawers.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/line/r_walldraw.h"
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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_flatplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_skyplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_slopeplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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@ -29,7 +29,7 @@
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#include "g_level.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/plane/r_flatplane.h"
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@ -37,13 +37,13 @@
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#include "r_main.h"
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#include "drawers/r_draw.h"
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#include "plane/r_flatplane.h"
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#include "scene/r_bsp.h"
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#include "scene/r_opaque_pass.h"
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#include "segments/r_drawsegment.h"
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#include "segments/r_portalsegment.h"
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#include "segments/r_clipsegment.h"
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#include "scene/r_3dfloors.h"
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#include "scene/r_portal.h"
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#include "scene/r_translucent.h"
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#include "scene/r_translucent_pass.h"
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#include "r_sky.h"
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#include "drawers/r_draw_rgba.h"
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#include "st_stuff.h"
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@ -385,7 +385,7 @@ void R_InitRenderer()
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static void R_ShutdownRenderer()
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{
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RenderTranslucent::Deinit();
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RenderTranslucentPass::Deinit();
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R_DeinitPlanes();
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Clip3DFloors::Instance()->Cleanup();
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R_DeinitOpenings();
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@ -528,10 +528,10 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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R_ClearClipSegs (0, viewwidth);
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R_ClearDrawSegs ();
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R_ClearPlanes (true);
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RenderTranslucent::Clear();
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RenderTranslucentPass::Clear();
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// opening / clipping determination
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RenderBSP::Instance()->ClearClip();
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RenderOpaquePass::Instance()->ClearClip();
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R_FreeOpenings();
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NetUpdate ();
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@ -544,7 +544,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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r_dontmaplines = dontmaplines;
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// [RH] Hack to make windows into underwater areas possible
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RenderBSP::Instance()->ResetFakingUnderwater();
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RenderOpaquePass::Instance()->ResetFakingUnderwater();
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// [RH] Setup particles for this frame
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P_FindParticleSubsectors ();
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@ -558,7 +558,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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RenderBSP::Instance()->RenderScene();
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RenderOpaquePass::Instance()->RenderScene();
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Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -577,7 +577,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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MaskedCycles.Clock();
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RenderTranslucent::Render();
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RenderTranslucentPass::Render();
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MaskedCycles.Unclock();
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NetUpdate ();
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@ -39,7 +39,7 @@
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#include "v_video.h"
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#include "m_png.h"
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#include "r_swrenderer.h"
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#include "scene/r_bsp.h"
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#include "scene/r_opaque_pass.h"
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#include "scene/r_3dfloors.h"
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#include "scene/r_portal.h"
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#include "textures/textures.h"
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@ -477,6 +477,6 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
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{
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return RenderBSP::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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return RenderOpaquePass::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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}
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@ -10,7 +10,7 @@
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "swrenderer/r_main.h"
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#include "r_bsp.h"
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#include "r_opaque_pass.h"
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#include "c_cvars.h"
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#include "r_3dfloors.h"
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@ -102,8 +102,8 @@ namespace swrenderer
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curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
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curr->next = 0;
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memcpy(curr->floorclip, RenderBSP::Instance()->floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, RenderBSP::Instance()->ceilingclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->floorclip, RenderOpaquePass::Instance()->floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, RenderOpaquePass::Instance()->ceilingclip, sizeof(short) * MAXWIDTH);
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curr->ffloor = fakeFloor;
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assert(fakeFloor->floorclip == nullptr);
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assert(fakeFloor->ceilingclip == nullptr);
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@ -52,7 +52,7 @@
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "r_bsp.h"
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#include "r_opaque_pass.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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@ -64,13 +64,13 @@ EXTERN_CVAR(Bool, r_drawvoxels);
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namespace swrenderer
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{
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RenderBSP *RenderBSP::Instance()
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RenderOpaquePass *RenderOpaquePass::Instance()
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{
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static RenderBSP bsp;
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return &bsp;
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static RenderOpaquePass instance;
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return &instance;
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}
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sector_t *RenderBSP::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
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sector_t *RenderOpaquePass::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
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{
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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@ -277,7 +277,7 @@ namespace swrenderer
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// Checks BSP node/subtree bounding box.
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// Returns true if some part of the bbox might be visible.
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bool RenderBSP::CheckBBox(float *bspcoord)
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bool RenderOpaquePass::CheckBBox(float *bspcoord)
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{
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static const int checkcoord[12][4] =
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{
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return R_IsWallSegmentVisible(sx1, sx2);
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}
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void RenderBSP::AddPolyobjs(subsector_t *sub)
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void RenderOpaquePass::AddPolyobjs(subsector_t *sub)
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{
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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@ -395,7 +395,7 @@ namespace swrenderer
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}
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// kg3D - add fake segs, never rendered
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void RenderBSP::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
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void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
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{
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int count;
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seg_t* line;
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@ -413,7 +413,7 @@ namespace swrenderer
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}
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}
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void RenderBSP::RenderSubsector(subsector_t *sub)
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void RenderOpaquePass::RenderSubsector(subsector_t *sub)
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{
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// Determine floor/ceiling planes.
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// Add sprites of things in sector.
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@ -761,7 +761,7 @@ namespace swrenderer
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}
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}
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void RenderBSP::RenderScene()
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void RenderOpaquePass::RenderScene()
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{
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InSubsector = nullptr;
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RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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// Just call with BSP root and -1.
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// killough 5/2/98: reformatted, removed tail recursion
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void RenderBSP::RenderBSPNode(void *node)
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void RenderOpaquePass::RenderBSPNode(void *node)
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{
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if (numnodes == 0)
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{
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@ -800,14 +800,14 @@ namespace swrenderer
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RenderSubsector((subsector_t *)((BYTE *)node - 1));
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}
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void RenderBSP::ClearClip()
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void RenderOpaquePass::ClearClip()
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{
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// clip ceiling to console bottom
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fillshort(floorclip, viewwidth, viewheight);
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fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
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}
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void RenderBSP::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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{
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F3DFloor *fakeceiling = nullptr;
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F3DFloor *fakefloor = nullptr;
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}
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}
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bool RenderBSP::IsPotentiallyVisible(AActor *thing)
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bool RenderOpaquePass::IsPotentiallyVisible(AActor *thing)
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{
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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@ -906,7 +906,7 @@ namespace swrenderer
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return true;
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}
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bool RenderBSP::GetThingSprite(AActor *thing, ThingSprite &sprite)
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bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite)
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{
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sprite.pos = thing->InterpolatedPosition(r_TicFracF);
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sprite.pos.Z += thing->GetBobOffset(r_TicFracF);
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@ -48,10 +48,10 @@ namespace swrenderer
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int renderflags;
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};
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class RenderBSP
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class RenderOpaquePass
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{
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public:
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static RenderBSP *Instance();
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static RenderOpaquePass *Instance();
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void ClearClip();
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void RenderScene();
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@ -49,8 +49,8 @@
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_translucent.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/r_memory.h"
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@ -178,8 +178,8 @@ namespace swrenderer
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WindowLeft = pl->left;
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WindowRight = pl->right;
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
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auto floorclip = RenderOpaquePass::Instance()->floorclip;
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for (i = pl->left; i < pl->right; i++)
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{
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if (pl->top[i] == 0x7fff)
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@ -225,7 +225,7 @@ namespace swrenderer
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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RenderBSP::Instance()->RenderScene();
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RenderOpaquePass::Instance()->RenderScene();
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Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
|
||||
R_DrawPlanes();
|
||||
|
||||
|
@ -248,7 +248,7 @@ namespace swrenderer
|
|||
// Masked textures and planes need the view coordinates restored for proper positioning.
|
||||
viewposStack.Pop(ViewPos);
|
||||
|
||||
RenderTranslucent::Render();
|
||||
RenderTranslucentPass::Render();
|
||||
|
||||
ds_p = firstdrawseg;
|
||||
VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
|
||||
|
@ -441,12 +441,12 @@ namespace swrenderer
|
|||
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
|
||||
|
||||
// first pass, set clipping
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
|
||||
auto floorclip = RenderOpaquePass::Instance()->floorclip;
|
||||
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
|
||||
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
|
||||
|
||||
RenderBSP::Instance()->RenderScene();
|
||||
RenderOpaquePass::Instance()->RenderScene();
|
||||
Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
|
||||
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
|
@ -470,7 +470,7 @@ namespace swrenderer
|
|||
NetUpdate();
|
||||
|
||||
MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
|
||||
RenderTranslucent::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
|
||||
RenderTranslucentPass::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
|
||||
MaskedCycles.Unclock();
|
||||
|
||||
NetUpdate();
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#include "swrenderer/things/r_playersprite.h"
|
||||
#include "swrenderer/segments/r_drawsegment.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/scene/r_translucent.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/plane/r_visibleplane.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
|
@ -44,23 +44,23 @@ CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
bool RenderTranslucent::DrewAVoxel;
|
||||
TArray<drawseg_t *> RenderTranslucent::portaldrawsegs;
|
||||
bool RenderTranslucentPass::DrewAVoxel;
|
||||
TArray<drawseg_t *> RenderTranslucentPass::portaldrawsegs;
|
||||
|
||||
void RenderTranslucent::Deinit()
|
||||
void RenderTranslucentPass::Deinit()
|
||||
{
|
||||
VisibleSpriteList::Deinit();
|
||||
SortedVisibleSpriteList::Deinit();
|
||||
RenderVoxel::Deinit();
|
||||
}
|
||||
|
||||
void RenderTranslucent::Clear()
|
||||
void RenderTranslucentPass::Clear()
|
||||
{
|
||||
VisibleSpriteList::Clear();
|
||||
DrewAVoxel = false;
|
||||
}
|
||||
|
||||
void RenderTranslucent::CollectPortals()
|
||||
void RenderTranslucentPass::CollectPortals()
|
||||
{
|
||||
// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
|
||||
// Having that function over the entire list of drawsegs can break down performance quite drastically.
|
||||
|
@ -90,7 +90,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
bool RenderTranslucent::ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
|
||||
bool RenderTranslucentPass::ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
|
||||
{
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
|
||||
|
@ -118,7 +118,7 @@ namespace swrenderer
|
|||
return false;
|
||||
}
|
||||
|
||||
void RenderTranslucent::DrawSprite(vissprite_t *spr)
|
||||
void RenderTranslucentPass::DrawSprite(vissprite_t *spr)
|
||||
{
|
||||
static short clipbot[MAXWIDTH];
|
||||
static short cliptop[MAXWIDTH];
|
||||
|
@ -523,7 +523,7 @@ namespace swrenderer
|
|||
spr->Style.ColormapNum = colormapnum;
|
||||
}
|
||||
|
||||
void RenderTranslucent::DrawMaskedSingle(bool renew)
|
||||
void RenderTranslucentPass::DrawMaskedSingle(bool renew)
|
||||
{
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
|
||||
|
@ -560,7 +560,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
void RenderTranslucent::Render()
|
||||
void RenderTranslucentPass::Render()
|
||||
{
|
||||
CollectPortals();
|
||||
SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites);
|
|
@ -25,7 +25,7 @@ namespace swrenderer
|
|||
struct vissprite_t;
|
||||
struct drawseg_t;
|
||||
|
||||
class RenderTranslucent
|
||||
class RenderTranslucentPass
|
||||
{
|
||||
public:
|
||||
static void Deinit();
|
|
@ -26,7 +26,7 @@
|
|||
#include "p_effect.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_state.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "v_palette.h"
|
||||
#include "r_sky.h"
|
||||
#include "po_man.h"
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#include "swrenderer/r_memory.h"
|
||||
#include "swrenderer/drawers/r_draw.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/line/r_wallsetup.h"
|
||||
#include "swrenderer/line/r_walldraw.h"
|
||||
|
@ -166,7 +166,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
// killough 4/13/98: get correct lightlevel for 2s normal textures
|
||||
sec = RenderBSP::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
sec = RenderOpaquePass::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
|
||||
basecolormap = sec->ColorMap; // [RH] Set basecolormap
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
#include "p_effect.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_state.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "v_palette.h"
|
||||
#include "r_sky.h"
|
||||
#include "po_man.h"
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
#include "a_sharedglobal.h"
|
||||
#include "d_net.h"
|
||||
#include "g_level.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "r_decal.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/drawers/r_draw.h"
|
||||
|
@ -173,7 +173,7 @@ namespace swrenderer
|
|||
else if (pass == 0)
|
||||
{
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = RenderBSP::Instance()->ceilingclip;
|
||||
mfloorclip = RenderOpaquePass::Instance()->ceilingclip;
|
||||
needrepeat = 1;
|
||||
}
|
||||
else
|
||||
|
@ -189,7 +189,7 @@ namespace swrenderer
|
|||
goto done;
|
||||
}
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = RenderBSP::Instance()->ceilingclip;
|
||||
mfloorclip = RenderOpaquePass::Instance()->ceilingclip;
|
||||
break;
|
||||
|
||||
case RF_CLIPMID:
|
||||
|
@ -206,7 +206,7 @@ namespace swrenderer
|
|||
{
|
||||
goto done;
|
||||
}
|
||||
mceilingclip = RenderBSP::Instance()->floorclip;
|
||||
mceilingclip = RenderOpaquePass::Instance()->floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
break;
|
||||
}
|
||||
|
@ -300,7 +300,7 @@ namespace swrenderer
|
|||
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
|
||||
// be set 1 if we need to draw on the lower wall. In all other cases,
|
||||
// needrepeat will be 0, and the while will fail.
|
||||
mceilingclip = RenderBSP::Instance()->floorclip;
|
||||
mceilingclip = RenderOpaquePass::Instance()->floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
R_FinishSetPatchStyle();
|
||||
} while (needrepeat--);
|
||||
|
|
|
@ -38,9 +38,9 @@
|
|||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_translucent.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
#include "v_palette.h"
|
||||
|
@ -118,8 +118,8 @@ namespace swrenderer
|
|||
// entered, we don't need to clip it to drawsegs like a normal sprite.
|
||||
|
||||
// Clip particles behind walls.
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
|
||||
auto floorclip = RenderOpaquePass::Instance()->floorclip;
|
||||
if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
|
||||
if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1];
|
||||
if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
|
||||
|
@ -254,7 +254,7 @@ namespace swrenderer
|
|||
{
|
||||
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
|
||||
{
|
||||
if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
|
||||
if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
|
||||
continue;
|
||||
uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
|
||||
DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
|
||||
|
@ -264,7 +264,7 @@ namespace swrenderer
|
|||
{
|
||||
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
|
||||
{
|
||||
if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
|
||||
if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
|
||||
continue;
|
||||
uint8_t *dest = ylookup[yl] + x + dc_destorg;
|
||||
DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "r_visiblesprite.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
|
|
|
@ -38,7 +38,7 @@
|
|||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
|
@ -127,7 +127,7 @@ namespace swrenderer
|
|||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = RenderBSP::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
sec = RenderOpaquePass::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = sec->ColorMap;
|
||||
|
|
|
@ -38,9 +38,9 @@
|
|||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_translucent.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
#include "v_palette.h"
|
||||
|
@ -331,7 +331,7 @@ namespace swrenderer
|
|||
{
|
||||
while (x < x2)
|
||||
{
|
||||
if (ispsprite || !RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
|
||||
if (ispsprite || !RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
|
||||
R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
|
||||
x++;
|
||||
frac += xiscale;
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "swrenderer/line/r_line.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/things/r_visiblespritelist.h"
|
||||
|
||||
#define MINZ double((2048*4) / double(1 << 20))
|
||||
|
|
|
@ -37,7 +37,7 @@
|
|||
#include "swrenderer/things/r_visiblesprite.h"
|
||||
#include "swrenderer/things/r_voxel.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/scene/r_translucent.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/r_main.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
|
||||
|
@ -153,7 +153,7 @@ namespace swrenderer
|
|||
vis->voxel = voxel->Voxel;
|
||||
vis->bIsVoxel = true;
|
||||
vis->bWallSprite = false;
|
||||
RenderTranslucent::DrewAVoxel = true;
|
||||
RenderTranslucentPass::DrewAVoxel = true;
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
|
|
|
@ -38,9 +38,9 @@
|
|||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "swrenderer/scene/r_bsp.h"
|
||||
#include "swrenderer/scene/r_opaque_pass.h"
|
||||
#include "swrenderer/scene/r_3dfloors.h"
|
||||
#include "swrenderer/scene/r_translucent.h"
|
||||
#include "swrenderer/scene/r_translucent_pass.h"
|
||||
#include "swrenderer/drawers/r_draw_rgba.h"
|
||||
#include "swrenderer/drawers/r_draw_pal.h"
|
||||
#include "v_palette.h"
|
||||
|
@ -223,7 +223,7 @@ namespace swrenderer
|
|||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, light, shade);
|
||||
}
|
||||
if (!RenderTranslucent::ClipSpriteColumnWithPortals(x, spr))
|
||||
if (!RenderTranslucentPass::ClipSpriteColumnWithPortals(x, spr))
|
||||
DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip);
|
||||
light += lightstep;
|
||||
x++;
|
||||
|
|
Loading…
Reference in a new issue