- rewrote render loop for walls. Not working yet.

This commit is contained in:
Christoph Oelckers 2016-01-31 21:10:59 +01:00
parent 4d7e7deea8
commit 5448b335c6
3 changed files with 69 additions and 77 deletions

View file

@ -114,7 +114,6 @@ public:
{
RWF_BLANK = 0,
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
RWF_GLOW = 2,
RWF_NOSPLIT = 4,
RWF_NORENDER = 8,
};
@ -136,6 +135,7 @@ public:
fixed_t viewdistance;
GLWallLightEntry *lights;
unsigned int lightsize;
int lightlevel;
BYTE type;
BYTE flags;
@ -176,6 +176,7 @@ private:
void SetupLights();
bool PrepareLight(texcoord * tcs, ADynamicLight * light);
void RenderWall(int textured, unsigned int *store = NULL);
void RenderTextured(int rflags);
void FloodPlane(int pass);

View file

@ -236,7 +236,8 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
}
::SplitWall.Clock();
lights = (GLWallLightEntry*)GLWallLightEntryArena.Alloc(sizeof(GLWallLightEntry)*lightlist.Size());
lightsize = lightlist.Size();
lights = (GLWallLightEntry*)GLWallLightEntryArena.Alloc(sizeof(GLWallLightEntry)*lightsize);
secplane_t *upperplane = &topplane;
for (unsigned i = 0; i < lightlist.Size(); i++)
{
@ -1293,6 +1294,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
Colormap = frontsector->ColorMap;
flags = 0;
dynlightindex = UINT_MAX;
lights = NULL;
int rel = 0;
int orglightlevel = gl_ClampLight(frontsector->lightlevel);

View file

@ -182,11 +182,6 @@ void GLWall::RenderWall(int textured, unsigned int *store)
tcs[1]=uplft;
tcs[2]=uprgt;
tcs[3]=lorgt;
if ((flags&GLWF_GLOW) && (textured & RWF_GLOW))
{
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
}
if (!(textured & RWF_NORENDER))
{
@ -306,6 +301,59 @@ void GLWall::RenderMirrorSurface()
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderTextured(int rflags)
{
int tmode = gl_RenderState.GetTextureMode();
int rel = getExtraLight();
if (flags & GLWF_GLOW)
{
gl_RenderState.EnableGlow(true);
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
}
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
if (type == RENDERWALL_M2SNF)
{
if (flags & GLT_CLAMPY)
{
if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
}
gl_SetFog(255, 0, NULL, false);
}
float absalpha = fabsf(alpha);
if (lights == NULL)
{
gl_SetColor(lightlevel, rel, Colormap, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
RenderWall(rflags);
}
else
{
unsigned int store[2];
//RenderWall(rflags, store);
gl_RenderState.EnableSplit(true);
for (unsigned i = 0; i < lightsize; i++)
{
gl_SetColor(lights[i].lightlevel, rel, lights[i].colormap, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(lights[i].lightlevel, rel, &lights[i].colormap, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes(*lights[i].cliptop, *lights[i].clipbottom);
//GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, store[0], store[1]);
RenderWall(rflags);
}
gl_RenderState.EnableSplit(false);
}
gl_RenderState.SetTextureMode(tmode);
gl_RenderState.EnableGlow(false);
}
//==========================================================================
//
@ -315,57 +363,26 @@ void GLWall::RenderMirrorSurface()
void GLWall::RenderTranslucentWall()
{
bool transparent = gltexture? gltexture->GetTransparent() : false;
// currently the only modes possible are solid, additive or translucent
// and until that changes I won't fix this code for the new blending modes!
bool isadditive = RenderStyle == STYLE_Add;
if (gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE))
{
SetupLights();
}
if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
int extra;
if (gltexture)
if (gltexture)
{
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
extra = getExtraLight();
if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
RenderTextured(RWF_TEXTURED | RWF_NOSPLIT);
if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
gl_RenderState.EnableTexture(false);
extra = 0;
}
int tmode = gl_RenderState.GetTextureMode();
gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha));
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive);
else
{
if (flags & GLT_CLAMPY)
{
if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
}
gl_SetFog(255, 0, NULL, false);
}
RenderWall(RWF_TEXTURED|RWF_NOSPLIT);
// restore default settings
if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (!gltexture)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_SetColor(lightlevel, 0, Colormap, fabsf(alpha));
gl_SetFog(lightlevel, 0, &Colormap, RenderStyle == STYLE_Add);
RenderWall(RWF_NOSPLIT);
gl_RenderState.EnableTexture(true);
}
gl_RenderState.EnableGlow(false);
gl_RenderState.SetTextureMode(tmode);
}
//==========================================================================
@ -375,17 +392,6 @@ void GLWall::RenderTranslucentWall()
//==========================================================================
void GLWall::Draw(int pass)
{
int rel;
int tmode;
#ifdef _DEBUG
if (seg->linedef-lines==879)
{
int a = 0;
}
#endif
switch (pass)
{
case GLPASS_LIGHTSONLY:
@ -396,28 +402,11 @@ void GLWall::Draw(int pass)
SetupLights();
// fall through
case GLPASS_PLAIN:
rel = rellight + getExtraLight();
gl_SetColor(lightlevel, rel, Colormap,1.0f);
tmode = gl_RenderState.GetTextureMode();
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
else
{
if (flags & GLT_CLAMPY)
{
if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
}
gl_SetFog(255, 0, NULL, false);
}
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
gl_RenderState.SetMaterial(gltexture, flags & 3, false, -1, false);
RenderWall(RWF_TEXTURED|RWF_GLOW);
gl_RenderState.EnableGlow(false);
gl_RenderState.SetTextureMode(tmode);
RenderTextured(RWF_TEXTURED);
break;
case GLPASS_TRANSLUCENT:
switch (type)
{
case RENDERWALL_MIRRORSURFACE: