Split FDrawInfo in two

Done so that the entire gl_renderhacks.cpp file can be moved out of the GL folder.
Not cleaned up yet
This commit is contained in:
Christoph Oelckers 2018-04-24 10:30:26 +02:00
parent 45625399dc
commit a803b3d393
5 changed files with 157 additions and 138 deletions

View file

@ -234,13 +234,7 @@ public:
static float GetZFar() { return 65536.f; }
};
enum area_t
{
area_normal,
area_below,
area_above,
area_default
};
enum area_t : int;
// Global functions. Make them members of GLRenderer later?
@ -257,4 +251,4 @@ struct TexFilter_s
extern FGLRenderer *GLRenderer;
#endif
#endif

View file

@ -1307,3 +1307,15 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
// Step3: Delete the stencil
ClearFloodStencil(&ws);
}
// This was temporarily moved out of gl_renderhacks.cpp so that the dependency on GLWall could be eliminated until things have progressed a bit.
void FDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
{
for(unsigned int j=0;j<lowersegs.Size();j++)
{
seg_t * seg=lowersegs[j];
GLWall wall(mDrawer);
wall.ProcessLowerMiniseg(seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
rendered_lines++;
}
}

View file

@ -18,10 +18,10 @@ enum DrawListType
GLDL_MASKEDFLATS,
GLDL_MASKEDWALLSOFS,
GLDL_MODELS,
GLDL_TRANSLUCENT,
GLDL_TRANSLUCENTBORDER,
GLDL_TYPES,
};
@ -31,16 +31,16 @@ enum DLDrawListType
// These are organized so that the various multipass rendering modes have to be set as few times as possible
GLLDL_WALLS_PLAIN, // dynamic lights on normal walls
GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures
GLLDL_FLATS_PLAIN, // dynamic lights on normal flats
GLLDL_FLATS_MASKED, // dynamic lights on masked flats
GLLDL_WALLS_FOG, // lights on fogged walls
GLLDL_WALLS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_FLATS_FOG, // lights on fogged walls
GLLDL_FLATS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_TYPES,
};
@ -52,7 +52,7 @@ enum Drawpasses
GLPASS_PLAIN, // Main pass without dynamic lights
GLPASS_DECALS, // Draws a decal
GLPASS_TRANSLUCENT, // Draws translucent objects
// these are only used with texture based dynamic lights
GLPASS_BASE, // untextured base for dynamic lights
GLPASS_BASE_MASKED, // same but with active texture
@ -60,7 +60,7 @@ enum Drawpasses
GLPASS_TEXONLY, // finishing texture pass
GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive)
GLPASS_LIGHTTEX_FOGGY, // lighttexture pass on foggy surfaces (forces all lights to be additive)
};
//==========================================================================
@ -76,7 +76,7 @@ struct GLDrawItem
{
GLDrawItemType rendertype;
int index;
GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
};
@ -88,8 +88,8 @@ struct SortNode
SortNode * left; // left side of this node
SortNode * equal; // equal to this node
SortNode * right; // right side of this node
void UnlinkFromChain();
void Link(SortNode * hook);
void AddToEqual(SortNode * newnode);
@ -105,14 +105,14 @@ struct SortNode
struct GLDrawList
{
//private:
//private:
TArray<GLWall*> walls;
TArray<GLFlat*> flats;
TArray<GLSprite*> sprites;
TArray<GLDrawItem> drawitems;
int SortNodeStart;
SortNode * sorted;
public:
GLDrawList()
{
@ -120,25 +120,25 @@ public:
SortNodeStart=-1;
sorted=NULL;
}
~GLDrawList()
{
Reset();
}
unsigned int Size()
{
return drawitems.Size();
}
GLWall *NewWall();
GLFlat *NewFlat();
GLSprite *NewSprite();
void Reset();
void SortWalls();
void SortFlats();
void MakeSortList();
SortNode * FindSortPlane(SortNode * head);
SortNode * FindSortWall(SortNode * head);
@ -174,18 +174,23 @@ struct gl_subsectorrendernode
subsector_t * sub;
};
struct FDrawInfo
enum area_t : int
{
area_normal,
area_below,
area_above,
area_default
};
struct HWDrawInfo
{
virtual ~HWDrawInfo() {}
struct wallseg
{
float x1, y1, z1, x2, y2, z2;
};
bool temporary;
struct MissingTextureInfo
{
seg_t * seg;
@ -193,93 +198,107 @@ struct FDrawInfo
float Planez;
float Planezfront;
};
struct MissingSegInfo
{
seg_t * seg;
int MTI_Index; // tells us which MissingTextureInfo represents this seg.
int MTI_Index; // tells us which MissingTextureInfo represents this seg.
};
struct SubsectorHackInfo
{
subsector_t * sub;
uint8_t flags;
};
GLSceneDrawer *mDrawer;
TArray<MissingTextureInfo> MissingUpperTextures;
TArray<MissingTextureInfo> MissingLowerTextures;
TArray<MissingSegInfo> MissingUpperSegs;
TArray<MissingSegInfo> MissingLowerSegs;
TArray<SubsectorHackInfo> SubsectorHacks;
TArray<gl_subsectorrendernode*> otherfloorplanes;
TArray<gl_subsectorrendernode*> otherceilingplanes;
TArray<sector_t *> CeilingStacks;
TArray<sector_t *> FloorStacks;
TArray<subsector_t *> HandledSubsectors;
TArray<uint8_t> sectorrenderflags;
TArray<uint8_t> ss_renderflags;
TArray<uint8_t> no_renderflags;
TArray<MissingTextureInfo> MissingUpperTextures;
TArray<MissingTextureInfo> MissingLowerTextures;
TArray<MissingSegInfo> MissingUpperSegs;
TArray<MissingSegInfo> MissingLowerSegs;
TArray<SubsectorHackInfo> SubsectorHacks;
TArray<gl_subsectorrendernode*> otherfloorplanes;
TArray<gl_subsectorrendernode*> otherceilingplanes;
TArray<sector_t *> CeilingStacks;
TArray<sector_t *> FloorStacks;
TArray<subsector_t *> HandledSubsectors;
FDrawInfo * next;
GLDrawList drawlists[GLDL_TYPES];
GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
FDrawInfo();
~FDrawInfo();
void ClearBuffers();
void AddWall(GLWall *wall);
bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
bool DoOneSectorUpper(subsector_t * subsec, float planez);
bool DoOneSectorLower(subsector_t * subsec, float planez);
bool DoFakeBridge(subsector_t * subsec, float planez);
bool DoFakeCeilingBridge(subsector_t * subsec, float planez);
bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeBridge(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeCeilingBridge(subsector_t * subsec, float planez, area_t in_area);
bool CheckAnchorFloor(subsector_t * sub);
bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
bool CheckAnchorCeiling(subsector_t * sub);
bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area);
void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area);
void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
void HandleMissingTextures();
void HandleMissingTextures(area_t in_area);
void DrawUnhandledMissingTextures();
void AddHackedSubsector(subsector_t * sub);
void HandleHackedSubsectors();
void AddFloorStack(sector_t * sec);
void AddCeilingStack(sector_t * sec);
void ProcessSectorStacks();
void ProcessSectorStacks(area_t in_area);
void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
virtual void FloodUpperGap(seg_t * seg) = 0;
virtual void FloodLowerGap(seg_t * seg) = 0;
virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
};
struct FDrawInfo : public HWDrawInfo
{
GLSceneDrawer *mDrawer;
FDrawInfo * next;
GLDrawList drawlists[GLDL_TYPES];
GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
FDrawInfo();
~FDrawInfo();
void AddWall(GLWall *wall);
bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
void StartScene();
void SetupFloodStencil(wallseg * ws);
void ClearFloodStencil(wallseg * ws);
void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling);
void FloodUpperGap(seg_t * seg);
void FloodLowerGap(seg_t * seg);
void FloodUpperGap(seg_t * seg) override;
void FloodLowerGap(seg_t * seg) override;
void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) override;
static void StartDrawInfo(GLSceneDrawer *drawer);
static void EndDrawInfo();
gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
{
if (sector<otherfloorplanes.Size()) return otherfloorplanes[sector];
else return NULL;
}
gl_subsectorrendernode * GetOtherCeilingPlanes(unsigned int sector)
{
if (sector<otherceilingplanes.Size()) return otherceilingplanes[sector];
@ -290,9 +309,9 @@ struct FDrawInfo
class FDrawInfoList
{
TDeletingArray<FDrawInfo *> mList;
public:
FDrawInfo *GetNew();
void Release(FDrawInfo *);
};
@ -303,4 +322,4 @@ extern FDrawInfo * gl_drawinfo;
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif
#endif

View file

@ -55,7 +55,7 @@ static subsector_t * viewsubsector;
static TArray<seg_t *> lowersegs;
void FDrawInfo::ClearBuffers()
void HWDrawInfo::ClearBuffers()
{
for(unsigned int i=0;i< otherfloorplanes.Size();i++)
{
@ -98,7 +98,7 @@ void FDrawInfo::ClearBuffers()
//
//==========================================================================
void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
void HWDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
{
int oldcnt = otherfloorplanes.Size();
@ -111,7 +111,7 @@ void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
otherfloorplanes[sector] = node;
}
void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
void HWDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
{
int oldcnt = otherceilingplanes.Size();
@ -130,7 +130,7 @@ void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
// Collects all sectors that might need a fake ceiling
//
//==========================================================================
void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight)
void HWDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight)
{
if (!side->segs[0]->backsector) return;
@ -186,7 +186,7 @@ void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Ba
// Collects all sectors that might need a fake floor
//
//==========================================================================
void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight)
void HWDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight)
{
sector_t *backsec = side->segs[0]->backsector;
if (!backsec) return;
@ -259,7 +259,7 @@ void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Ba
//
//
//==========================================================================
bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
bool HWDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez, area_t in_area)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
@ -283,7 +283,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
// Note: if this is a real line between sectors
// we can be sure that render_sector is the real sector!
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true);
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
// Don't bother with slopes
if (sec->ceilingplane.isSlope()) return false;
@ -304,7 +304,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
else return false;
}
}
if (!DoOneSectorUpper(backsub, Planez)) return false;
if (!DoOneSectorUpper(backsub, Planez, in_area)) return false;
}
// all checked ok. This subsector is part of the current fake plane
@ -317,7 +317,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
//
//
//==========================================================================
bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
bool HWDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez, area_t in_area)
{
// Is there a one-sided wall in this subsector?
// Do this first to avoid unnecessary recursion
@ -341,7 +341,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
// Note: if this is a real line between sectors
// we can be sure that render_sector is the real sector!
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true);
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
// Don't bother with slopes
if (sec->floorplane.isSlope()) return false;
@ -362,7 +362,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
else return false;
}
}
if (!DoOneSectorLower(backsub, Planez)) return false;
if (!DoOneSectorLower(backsub, Planez, in_area)) return false;
}
// all checked ok. This sector is part of the current fake plane
@ -376,7 +376,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
//
//
//==========================================================================
bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
bool HWDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez, area_t in_area)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
@ -400,7 +400,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
// Note: if this is a real line between sectors
// we can be sure that render_sector is the real sector!
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true);
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
// Don't bother with slopes
if (sec->floorplane.isSlope()) return false;
@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
// No texture checks though!
if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue;
}
if (!DoFakeBridge(backsub, Planez)) return false;
if (!DoFakeBridge(backsub, Planez, in_area)) return false;
}
// all checked ok. This sector is part of the current fake plane
@ -429,7 +429,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
//
//
//==========================================================================
bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
bool HWDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez, area_t in_area)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
@ -453,7 +453,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
// Note: if this is a real line between sectors
// we can be sure that render_sector is the real sector!
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true);
sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, in_area, true);
// Don't bother with slopes
if (sec->ceilingplane.isSlope()) return false;
@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
// No texture checks though!
if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue;
}
if (!DoFakeCeilingBridge(backsub, Planez)) return false;
if (!DoFakeCeilingBridge(backsub, Planez, in_area)) return false;
}
// all checked ok. This sector is part of the current fake plane
@ -483,7 +483,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
// Draws the fake planes
//
//==========================================================================
void FDrawInfo::HandleMissingTextures()
void HWDrawInfo::HandleMissingTextures(area_t in_area)
{
sector_t fake;
totalms.Clock();
@ -501,7 +501,7 @@ void FDrawInfo::HandleMissingTextures()
// close the hole only if all neighboring sectors are an exact height match
// Otherwise just fill in the missing textures.
MissingUpperTextures[i].sub->validcount = validcount;
if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez))
if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez, in_area))
{
sector_t * sec = MissingUpperTextures[i].seg->backsector;
// The mere fact that this seg has been added to the list means that the back sector
@ -542,11 +542,11 @@ void FDrawInfo::HandleMissingTextures()
{
// It isn't a hole. Now check whether it might be a fake bridge
sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, mDrawer->in_area, false);
sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, in_area, false);
float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
backsub->validcount = validcount;
if (DoFakeCeilingBridge(backsub, planez))
if (DoFakeCeilingBridge(backsub, planez, in_area))
{
// The mere fact that this seg has been added to the list means that the back sector
// will be rendered so we can safely assume that it is already in the render list
@ -573,7 +573,7 @@ void FDrawInfo::HandleMissingTextures()
// close the hole only if all neighboring sectors are an exact height match
// Otherwise just fill in the missing textures.
MissingLowerTextures[i].sub->validcount = validcount;
if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez))
if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez, in_area))
{
sector_t * sec = MissingLowerTextures[i].seg->backsector;
// The mere fact that this seg has been added to the list means that the back sector
@ -613,11 +613,11 @@ void FDrawInfo::HandleMissingTextures()
{
// It isn't a hole. Now check whether it might be a fake bridge
sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, mDrawer->in_area, false);
sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, in_area, false);
float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
backsub->validcount = validcount;
if (DoFakeBridge(backsub, planez))
if (DoFakeBridge(backsub, planez, in_area))
{
// The mere fact that this seg has been added to the list means that the back sector
// will be rendered so we can safely assume that it is already in the render list
@ -645,7 +645,7 @@ void FDrawInfo::HandleMissingTextures()
//
//==========================================================================
void FDrawInfo::DrawUnhandledMissingTextures()
void HWDrawInfo::DrawUnhandledMissingTextures()
{
validcount++;
for (int i = MissingUpperSegs.Size() - 1; i >= 0; i--)
@ -714,7 +714,7 @@ ADD_STAT(missingtextures)
//
//==========================================================================
void FDrawInfo::AddHackedSubsector(subsector_t * sub)
void HWDrawInfo::AddHackedSubsector(subsector_t * sub)
{
if (!(level.maptype == MAPTYPE_HEXEN))
{
@ -729,7 +729,7 @@ void FDrawInfo::AddHackedSubsector(subsector_t * sub)
//
//==========================================================================
bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
bool HWDrawInfo::CheckAnchorFloor(subsector_t * sub)
{
// This subsector has a one sided wall and can be used.
if (sub->hacked==3) return true;
@ -768,7 +768,7 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
//
//==========================================================================
bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
bool HWDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
{
// mark it checked
@ -832,7 +832,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
//
//==========================================================================
bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
bool HWDrawInfo::CheckAnchorCeiling(subsector_t * sub)
{
// This subsector has a one sided wall and can be used.
if (sub->hacked==3) return true;
@ -871,7 +871,7 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
//
//==========================================================================
bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
bool HWDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
{
// mark it checked
sub->validcount=validcount;
@ -931,7 +931,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
//
//==========================================================================
void FDrawInfo::HandleHackedSubsectors()
void HWDrawInfo::HandleHackedSubsectors()
{
lowershcount=uppershcount=0;
totalssms.Reset();
@ -959,13 +959,7 @@ void FDrawInfo::HandleHackedSubsectors()
node->sub = HandledSubsectors[j];
AddOtherFloorPlane(sub->render_sector->sectornum, node);
}
if (inview) for(unsigned int j=0;j<lowersegs.Size();j++)
{
seg_t * seg=lowersegs[j];
GLWall wall(mDrawer);
wall.ProcessLowerMiniseg(seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
rendered_lines++;
}
if (inview) ProcessLowerMinisegs(lowersegs);
lowershcount+=HandledSubsectors.Size();
}
}
@ -1014,12 +1008,12 @@ ADD_STAT(sectorhacks)
//
//==========================================================================
void FDrawInfo::AddFloorStack(sector_t * sec)
void HWDrawInfo::AddFloorStack(sector_t * sec)
{
FloorStacks.Push(sec);
}
void FDrawInfo::AddCeilingStack(sector_t * sec)
void HWDrawInfo::AddCeilingStack(sector_t * sec)
{
CeilingStacks.Push(sec);
}
@ -1030,7 +1024,7 @@ void FDrawInfo::AddCeilingStack(sector_t * sec)
//
//==========================================================================
void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
void HWDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area)
{
// mark it checked
sub->validcount=validcount;
@ -1042,7 +1036,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
// Must be the exact same visplane
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false);
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
me->ceilingplane != anchor->ceilingplane ||
me->GetCeilingLight() != anchor->GetCeilingLight() ||
@ -1063,7 +1057,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
{
subsector_t * backsub = seg->PartnerSeg->Subsector;
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor);
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor, in_area);
}
}
}
@ -1074,7 +1068,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
//
//==========================================================================
void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
void HWDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area)
{
// mark it checked
sub->validcount=validcount;
@ -1086,7 +1080,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return;
// Must be the exact same visplane
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false);
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, in_area, false);
if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
me->floorplane != anchor->floorplane ||
me->GetFloorLight() != anchor->GetFloorLight() ||
@ -1107,7 +1101,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
{
subsector_t * backsub = seg->PartnerSeg->Subsector;
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor);
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor, in_area);
}
}
}
@ -1118,14 +1112,14 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
//
//==========================================================================
void FDrawInfo::ProcessSectorStacks()
void HWDrawInfo::ProcessSectorStacks(area_t in_area)
{
unsigned int i;
validcount++;
for (i=0;i<CeilingStacks.Size (); i++)
{
sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, mDrawer->in_area, false);
sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fakesec, in_area, false);
auto portal = sec->GetPortalGroup(sector_t::ceiling);
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
{
@ -1140,7 +1134,7 @@ void FDrawInfo::ProcessSectorStacks()
{
subsector_t * backsub = seg->PartnerSeg->Subsector;
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec);
if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec, in_area);
}
}
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
@ -1169,7 +1163,7 @@ void FDrawInfo::ProcessSectorStacks()
validcount++;
for (i=0;i<FloorStacks.Size (); i++)
{
sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, mDrawer->in_area, false);
sector_t *sec = gl_FakeFlat(FloorStacks[i], &fakesec, in_area, false);
auto portal = sec->GetPortalGroup(sector_t::floor);
if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++)
{
@ -1184,7 +1178,7 @@ void FDrawInfo::ProcessSectorStacks()
{
subsector_t * backsub = seg->PartnerSeg->Subsector;
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec);
if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec, in_area);
}
}

View file

@ -269,9 +269,9 @@ void GLSceneDrawer::CreateScene()
// These cannot be multithreaded when the time comes because all these depend
// on the global 'validcount' variable.
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks
GLRenderer->mVBO->Unmap();
ProcessAll.Unclock();