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https://github.com/ZDoom/qzdoom.git
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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:
parent
45625399dc
commit
a803b3d393
5 changed files with 157 additions and 138 deletions
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@ -234,13 +234,7 @@ public:
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static float GetZFar() { return 65536.f; }
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};
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enum area_t
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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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// Global functions. Make them members of GLRenderer later?
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@ -1307,3 +1307,15 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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// Step3: Delete the stencil
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ClearFloodStencil(&ws);
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}
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// This was temporarily moved out of gl_renderhacks.cpp so that the dependency on GLWall could be eliminated until things have progressed a bit.
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void FDrawInfo::ProcessLowerMinisegs(TArray<seg_t *> &lowersegs)
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{
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for(unsigned int j=0;j<lowersegs.Size();j++)
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{
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seg_t * seg=lowersegs[j];
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GLWall wall(mDrawer);
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wall.ProcessLowerMiniseg(seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector);
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rendered_lines++;
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}
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}
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@ -105,7 +105,7 @@ struct SortNode
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struct GLDrawList
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{
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//private:
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//private:
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TArray<GLWall*> walls;
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TArray<GLFlat*> flats;
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TArray<GLSprite*> sprites;
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@ -174,18 +174,23 @@ struct gl_subsectorrendernode
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subsector_t * sub;
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};
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struct FDrawInfo
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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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struct HWDrawInfo
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{
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virtual ~HWDrawInfo() {}
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struct wallseg
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{
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float x1, y1, z1, x2, y2, z2;
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};
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bool temporary;
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struct MissingTextureInfo
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{
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seg_t * seg;
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@ -206,12 +211,6 @@ struct FDrawInfo
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uint8_t flags;
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};
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GLSceneDrawer *mDrawer;
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TArray<uint8_t> sectorrenderflags;
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TArray<uint8_t> ss_renderflags;
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TArray<uint8_t> no_renderflags;
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TArray<MissingTextureInfo> MissingUpperTextures;
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TArray<MissingTextureInfo> MissingLowerTextures;
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@ -228,48 +227,68 @@ struct FDrawInfo
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TArray<subsector_t *> HandledSubsectors;
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TArray<uint8_t> sectorrenderflags;
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TArray<uint8_t> ss_renderflags;
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TArray<uint8_t> no_renderflags;
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void ClearBuffers();
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bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
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bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
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bool DoFakeBridge(subsector_t * subsec, float planez, area_t in_area);
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bool DoFakeCeilingBridge(subsector_t * subsec, float planez, area_t in_area);
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bool CheckAnchorFloor(subsector_t * sub);
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bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
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bool CheckAnchorCeiling(subsector_t * sub);
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bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
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void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area);
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void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area);
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void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void HandleMissingTextures(area_t in_area);
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void DrawUnhandledMissingTextures();
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void AddHackedSubsector(subsector_t * sub);
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void HandleHackedSubsectors();
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void AddFloorStack(sector_t * sec);
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void AddCeilingStack(sector_t * sec);
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void ProcessSectorStacks(area_t in_area);
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void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
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void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
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virtual void FloodUpperGap(seg_t * seg) = 0;
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virtual void FloodLowerGap(seg_t * seg) = 0;
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virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
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};
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struct FDrawInfo : public HWDrawInfo
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{
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GLSceneDrawer *mDrawer;
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FDrawInfo * next;
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GLDrawList drawlists[GLDL_TYPES];
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GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
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FDrawInfo();
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~FDrawInfo();
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void ClearBuffers();
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void AddWall(GLWall *wall);
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bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
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bool DoOneSectorUpper(subsector_t * subsec, float planez);
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bool DoOneSectorLower(subsector_t * subsec, float planez);
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bool DoFakeBridge(subsector_t * subsec, float planez);
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bool DoFakeCeilingBridge(subsector_t * subsec, float planez);
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bool CheckAnchorFloor(subsector_t * sub);
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bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
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bool CheckAnchorCeiling(subsector_t * sub);
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bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
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void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor);
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void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor);
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void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
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void HandleMissingTextures();
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void DrawUnhandledMissingTextures();
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void AddHackedSubsector(subsector_t * sub);
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void HandleHackedSubsectors();
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void AddFloorStack(sector_t * sec);
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void AddCeilingStack(sector_t * sec);
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void ProcessSectorStacks();
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void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
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void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
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void StartScene();
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void SetupFloodStencil(wallseg * ws);
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void ClearFloodStencil(wallseg * ws);
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void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling);
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void FloodUpperGap(seg_t * seg);
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void FloodLowerGap(seg_t * seg);
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void FloodUpperGap(seg_t * seg) override;
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void FloodLowerGap(seg_t * seg) override;
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void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) override;
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static void StartDrawInfo(GLSceneDrawer *drawer);
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static void EndDrawInfo();
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@ -55,7 +55,7 @@ static subsector_t * viewsubsector;
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static TArray<seg_t *> lowersegs;
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void FDrawInfo::ClearBuffers()
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void HWDrawInfo::ClearBuffers()
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{
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for(unsigned int i=0;i< otherfloorplanes.Size();i++)
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{
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@ -98,7 +98,7 @@ void FDrawInfo::ClearBuffers()
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//
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//==========================================================================
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void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
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void HWDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
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{
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int oldcnt = otherfloorplanes.Size();
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@ -111,7 +111,7 @@ void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node)
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otherfloorplanes[sector] = node;
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}
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void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
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void HWDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
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{
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int oldcnt = otherceilingplanes.Size();
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@ -130,7 +130,7 @@ void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node)
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// Collects all sectors that might need a fake ceiling
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//
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//==========================================================================
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void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight)
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void HWDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight)
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{
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if (!side->segs[0]->backsector) return;
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@ -186,7 +186,7 @@ void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Ba
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// Collects all sectors that might need a fake floor
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//
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//==========================================================================
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void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight)
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void HWDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight)
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{
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sector_t *backsec = side->segs[0]->backsector;
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if (!backsec) return;
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@ -259,7 +259,7 @@ void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Ba
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//
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//
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//==========================================================================
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bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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bool HWDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez, area_t in_area)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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@ -283,7 +283,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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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, mDrawer->in_area, true);
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sector_t * sec = gl_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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@ -304,7 +304,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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else return false;
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}
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}
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if (!DoOneSectorUpper(backsub, Planez)) return false;
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if (!DoOneSectorUpper(backsub, Planez, in_area)) return false;
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}
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// all checked ok. This subsector is part of the current fake plane
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@ -317,7 +317,7 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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//
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//
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//==========================================================================
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bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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bool HWDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez, area_t in_area)
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{
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// Is there a one-sided wall in this subsector?
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// Do this first to avoid unnecessary recursion
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@ -341,7 +341,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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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, mDrawer->in_area, true);
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sector_t * sec = gl_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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@ -362,7 +362,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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else return false;
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}
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}
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if (!DoOneSectorLower(backsub, Planez)) return false;
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if (!DoOneSectorLower(backsub, Planez, in_area)) return false;
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}
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// all checked ok. This sector is part of the current fake plane
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@ -376,7 +376,7 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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//
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//
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//==========================================================================
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bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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bool HWDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez, area_t in_area)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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@ -400,7 +400,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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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, mDrawer->in_area, true);
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sector_t * sec = gl_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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@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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// No texture checks though!
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if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue;
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}
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if (!DoFakeBridge(backsub, Planez)) return false;
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if (!DoFakeBridge(backsub, Planez, in_area)) return false;
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}
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// all checked ok. This sector is part of the current fake plane
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@ -429,7 +429,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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//
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//
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//==========================================================================
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bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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bool HWDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez, area_t in_area)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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@ -453,7 +453,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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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, mDrawer->in_area, true);
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sector_t * sec = gl_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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// No texture checks though!
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if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue;
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}
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if (!DoFakeCeilingBridge(backsub, Planez)) return false;
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if (!DoFakeCeilingBridge(backsub, Planez, in_area)) return false;
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}
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// all checked ok. This sector is part of the current fake plane
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@ -483,7 +483,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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// Draws the fake planes
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//
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//==========================================================================
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void FDrawInfo::HandleMissingTextures()
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void HWDrawInfo::HandleMissingTextures(area_t in_area)
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{
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sector_t fake;
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totalms.Clock();
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@ -501,7 +501,7 @@ void FDrawInfo::HandleMissingTextures()
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// close the hole only if all neighboring sectors are an exact height match
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// Otherwise just fill in the missing textures.
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MissingUpperTextures[i].sub->validcount = validcount;
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if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez))
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if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez, in_area))
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{
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sector_t * sec = MissingUpperTextures[i].seg->backsector;
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// The mere fact that this seg has been added to the list means that the back sector
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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, mDrawer->in_area, false);
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sector_t * fakesector = gl_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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if (DoFakeCeilingBridge(backsub, planez))
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if (DoFakeCeilingBridge(backsub, planez, in_area))
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{
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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// close the hole only if all neighboring sectors are an exact height match
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// Otherwise just fill in the missing textures.
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MissingLowerTextures[i].sub->validcount = validcount;
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if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez))
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if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez, in_area))
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{
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sector_t * sec = MissingLowerTextures[i].seg->backsector;
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// The mere fact that this seg has been added to the list means that the back sector
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@ -613,11 +613,11 @@ void FDrawInfo::HandleMissingTextures()
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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, mDrawer->in_area, false);
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sector_t * fakesector = gl_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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if (DoFakeBridge(backsub, planez))
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if (DoFakeBridge(backsub, planez, in_area))
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{
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// The mere fact that this seg has been added to the list means that the back sector
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// will be rendered so we can safely assume that it is already in the render list
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//
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//==========================================================================
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void FDrawInfo::DrawUnhandledMissingTextures()
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void HWDrawInfo::DrawUnhandledMissingTextures()
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{
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validcount++;
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for (int i = MissingUpperSegs.Size() - 1; i >= 0; i--)
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@ -714,7 +714,7 @@ ADD_STAT(missingtextures)
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//
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//==========================================================================
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void FDrawInfo::AddHackedSubsector(subsector_t * sub)
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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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
Loading…
Reference in a new issue