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https://github.com/ZDoom/qzdoom.git
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- renamed the functions in hw_fakeflat.cpp
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8d62ebd2f4
9 changed files with 31 additions and 39 deletions
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@ -223,7 +223,6 @@ public:
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static float GetZFar() { return 65536.f; }
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};
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enum area_t : int;
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#include "hwrenderer/scene/hw_fakeflat.h"
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struct TexFilter_s
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@ -140,11 +140,11 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
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else
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{
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// clipping checks are only needed when the backsector is not the same as the front sector
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in_area = gl_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
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in_area = hw_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
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backsector = gl_FakeFlat(seg->backsector, &bs, in_area, true);
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backsector = hw_FakeFlat(seg->backsector, &bs, in_area, true);
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if (gl_CheckClip(seg->sidedef, currentsector, backsector))
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if (hw_CheckClip(seg->sidedef, currentsector, backsector))
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{
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clipper.SafeAddClipRange(startAngle, endAngle);
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}
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@ -428,7 +428,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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}
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if (clipper.IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
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fakesector=gl_FakeFlat(sector, &fake, in_area, false);
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fakesector=hw_FakeFlat(sector, &fake, in_area, false);
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if (GLRenderer->mClipPortal)
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{
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@ -495,7 +495,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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sector = sub->render_sector;
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// the planes of this subsector are faked to belong to another sector
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// This means we need the heightsec parts and light info of the render sector, not the actual one.
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fakesector = gl_FakeFlat(sector, &fake, in_area, false);
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fakesector = hw_FakeFlat(sector, &fake, in_area, false);
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}
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uint8_t &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
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@ -1206,8 +1206,8 @@ void FDrawInfo::FloodUpperGap(seg_t * seg)
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{
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wallseg ws;
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sector_t ffake, bfake;
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sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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vertex_t * v1, * v2;
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@ -1258,8 +1258,8 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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{
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wallseg ws;
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sector_t ffake, bfake;
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sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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sector_t * fakefsector = hw_FakeFlat(seg->frontsector, &ffake, mDrawer->in_area, true);
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sector_t * fakebsector = hw_FakeFlat(seg->backsector, &bfake, mDrawer->in_area, false);
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vertex_t * v1, * v2;
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@ -780,7 +780,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (sector->sectornum != thing->Sector->sectornum && !thruportal)
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{
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rendersector = gl_FakeFlat(thing->Sector, &rs, mDrawer->in_area, false);
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rendersector = hw_FakeFlat(thing->Sector, &rs, mDrawer->in_area, false);
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}
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else
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{
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@ -1320,7 +1320,7 @@ void GLSceneDrawer::RenderActorsInPortal(FLinePortalSpan *glport)
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th->Prev += newpos - savedpos;
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GLSprite spr(this);
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spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, in_area, false), 2);
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spr.Process(th, hw_FakeFlat(th->Sector, &fakesector, in_area, false), 2);
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th->Angles.Yaw = savedangle;
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th->SetXYZ(savedpos);
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th->Prev -= newpos - savedpos;
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@ -272,7 +272,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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else
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{
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fakesec = gl_FakeFlat(viewsector, &fs, in_area, false);
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fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
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// calculate light level for weapon sprites
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lightlevel = gl_ClampLight(fakesec->lightlevel);
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@ -15,13 +15,7 @@ struct gl_subsectorrendernode
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subsector_t * sub;
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};
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enum area_t : int
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{
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area_normal,
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area_below,
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area_above,
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area_default
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};
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enum area_t : int;
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enum SectorRenderFlags
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{
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@ -38,9 +38,8 @@
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// Check whether the player can look beyond this line
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//
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//==========================================================================
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CVAR(Bool, gltest_slopeopt, false, 0)
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bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector)
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bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector)
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{
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line_t *linedef = sidedef->linedef;
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double bs_floorheight1;
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@ -158,7 +157,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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//
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//==========================================================================
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area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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{
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if (in_area == area_default &&
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(backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) &&
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@ -186,7 +185,7 @@ area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *fr
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// by hardware rendering
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//
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//==========================================================================
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sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back)
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back)
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{
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if (!sec->heightsec || sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || sec->heightsec==sec)
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{
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@ -1,6 +1,6 @@
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#pragma once
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enum area_t
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enum area_t : int
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{
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area_normal,
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area_below,
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@ -10,7 +10,7 @@ enum area_t
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// Global functions. Make them members of GLRenderer later?
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bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
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sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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area_t gl_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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@ -33,7 +33,7 @@
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "gl/utility/gl_clock.h"
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sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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// This is for debugging maps.
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@ -280,7 +280,7 @@ bool HWDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez, area_t in_
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
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sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
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// Don't bother with slopes
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if (sec->ceilingplane.isSlope()) return false;
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@ -338,7 +338,7 @@ bool HWDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez, area_t in_
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
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sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
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// Don't bother with slopes
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if (sec->floorplane.isSlope()) return false;
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@ -397,7 +397,7 @@ bool HWDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez, area_t in_area
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
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sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
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// Don't bother with slopes
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if (sec->floorplane.isSlope()) return false;
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@ -450,7 +450,7 @@ bool HWDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez, area_t
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// Note: if this is a real line between sectors
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// we can be sure that render_sector is the real sector!
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sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
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sector_t * sec = hw_FakeFlat(seg->backsector, &fakesec, in_area, true);
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// Don't bother with slopes
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if (sec->ceilingplane.isSlope()) return false;
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@ -539,7 +539,7 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false);
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sector_t * fakesector = hw_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
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backsub->validcount = validcount;
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@ -610,7 +610,7 @@ void HWDrawInfo::HandleMissingTextures(area_t in_area)
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{
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// It isn't a hole. Now check whether it might be a fake bridge
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sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false);
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sector_t * fakesector = hw_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false);
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float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
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backsub->validcount = validcount;
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@ -1033,7 +1033,7 @@ void HWDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor
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if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
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sector_t * me = hw_FakeFlat(sub->render_sector, &fakesec, in_area, false);
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if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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me->ceilingplane != anchor->ceilingplane ||
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me->GetCeilingLight() != anchor->GetCeilingLight() ||
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@ -1077,7 +1077,7 @@ void HWDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor,
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if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
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sector_t * me = hw_FakeFlat(sub->render_sector, &fakesec, in_area, false);
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if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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me->floorplane != anchor->floorplane ||
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me->GetFloorLight() != anchor->GetFloorLight() ||
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@ -1116,7 +1116,7 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
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validcount++;
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for (i=0;i<CeilingStacks.Size (); i++)
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{
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sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, in_area, false);
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sector_t *sec = hw_FakeFlat(CeilingStacks[i], &fakesec, in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::ceiling);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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@ -1160,7 +1160,7 @@ void HWDrawInfo::ProcessSectorStacks(area_t in_area)
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validcount++;
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for (i=0;i<FloorStacks.Size (); i++)
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{
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sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, in_area, false);
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sector_t *sec = hw_FakeFlat(FloorStacks[i], &fakesec, in_area, false);
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auto portal = sec->GetPortalGroup(sector_t::floor);
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if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
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{
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