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https://github.com/ZDoom/qzdoom.git
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commit
a9412ec815
8 changed files with 71 additions and 64 deletions
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@ -267,6 +267,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->Vel.X = mo->Vel.Y = 0;
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player->Vel.Zero();
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mo->Vel.Z = pmo->Vel.Z;
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mo->floorz = pmo->floorz;
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if (!(pmo->special2 & MF_JUSTHIT))
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{
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mo->renderflags &= ~RF_INVISIBLE;
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@ -2511,7 +2511,7 @@ void OpenGLSWFrameBuffer::DoClear(int left, int top, int right, int bottom, int
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{
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if (In2D < 2)
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{
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Super::Clear(left, top, right, bottom, palcolor, color);
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Super::DoClear(left, top, right, bottom, palcolor, color);
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return;
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}
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if (!InScene)
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@ -67,8 +67,13 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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// Determine actor z
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double zpos = decal->Z;
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sector_t *front = line->frontsector;
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sector_t *back = (line->backsector != nullptr) ? line->backsector : line->frontsector;
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// for 3d-floor segments use the model sector as reference
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sector_t *front;
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if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
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else front = line->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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@ -163,10 +163,7 @@ size_t SndFileDecoder::read(char *buffer, size_t bytes)
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while(total < frames)
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{
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size_t todo = MIN<size_t>(frames-total, 64/SndInfo.channels);
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// libsndfile uses SSE optimization on Intel platform
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// This requires proper read buffer alignment
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alignas(16) float tmp[64];
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float tmp[64];
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size_t got = (size_t)sf_readf_float(SndFile, tmp, todo);
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if(got < todo) frames = total + got;
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@ -554,7 +554,7 @@ namespace swrenderer
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// [ZZ] Only if not an active mirror
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if (!markportal)
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{
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RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY);
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RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY, false);
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}
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if (markportal)
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@ -515,6 +515,8 @@ namespace swrenderer
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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RenderDecal::RenderDecals(Thread, curline->sidedef, ds, wallshade, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
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}
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// kg3D - walls of fake floors
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@ -926,7 +928,6 @@ namespace swrenderer
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break;
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}
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}
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return;
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}
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// Clip a midtexture to the floor and ceiling of the sector in front of it.
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@ -57,19 +57,15 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom)
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void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
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{
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for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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Render(thread, sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, 0);
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Render(thread, sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, drawsegPass);
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}
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}
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// pass = 0: when seg is first drawn
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// = 1: drawing masked textures (including sprites)
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// Currently, only pass = 0 is done or used
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void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass)
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void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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@ -77,7 +73,7 @@ namespace swrenderer
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uint8_t flipx;
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double zpos;
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int needrepeat = 0;
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sector_t *front, *back;
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sector_t *back;
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bool calclighting;
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bool rereadcolormap;
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FDynamicColormap *usecolormap;
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@ -90,8 +86,13 @@ namespace swrenderer
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// Determine actor z
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zpos = decal->Z;
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front = curline->frontsector;
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back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
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// for 3d-floor segments use the model sector as reference
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sector_t *front;
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if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
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else front = curline->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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@ -171,62 +172,64 @@ namespace swrenderer
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FWallTmapVals WallT;
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WallT.InitFromWallCoords(thread, &WallC);
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// Get the top and bottom clipping arrays
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switch (decal->RenderFlags & RF_CLIPMASK)
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if (drawsegPass)
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{
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default:
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// keep GCC quiet.
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return;
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uint32_t clipMode = decal->RenderFlags & RF_CLIPMASK;
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if (clipMode != RF_CLIPMID && clipMode != RF_CLIPFULL)
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return;
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case RF_CLIPFULL:
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if (curline->backsector == NULL)
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{
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if (pass != 0)
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{
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return;
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}
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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}
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else if (pass == 0)
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{
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mceilingclip = walltop;
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mfloorclip = thread->OpaquePass->ceilingclip;
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needrepeat = 1;
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}
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else
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// Clip decal to stay within the draw segment wall
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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// Rumor has it that if RT_CLIPMASK is specified then the decal should be clipped according
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// to the full drawsegment visibility, as implemented in the remarked section below.
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//
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// This is problematic because not all 3d floors may have been drawn yet at this point. The
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// code below might work ok for cases where there is only one 3d floor.
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/*if (clipMode == RF_CLIPFULL)
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{
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mceilingclip = clipper->sprtopclip - clipper->x1;
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mfloorclip = clipper->sprbottomclip - clipper->x1;
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}
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break;
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case RF_CLIPUPPER:
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if (pass != 0)
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}*/
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}
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else
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{
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// Get the top and bottom clipping arrays
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switch (decal->RenderFlags & RF_CLIPMASK)
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{
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default:
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// keep GCC quiet.
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return;
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}
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mceilingclip = walltop;
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mfloorclip = thread->OpaquePass->ceilingclip;
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break;
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case RF_CLIPMID:
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if (curline->backsector != NULL && pass != 2)
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{
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return;
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}
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mceilingclip = clipper->sprtopclip - clipper->x1;
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mfloorclip = clipper->sprbottomclip - clipper->x1;
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break;
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case RF_CLIPFULL:
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if (curline->backsector == NULL)
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{
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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}
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else
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{
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mceilingclip = walltop;
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mfloorclip = thread->OpaquePass->ceilingclip;
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needrepeat = 1;
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}
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break;
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case RF_CLIPLOWER:
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if (pass != 0)
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{
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case RF_CLIPUPPER:
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mceilingclip = walltop;
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mfloorclip = thread->OpaquePass->ceilingclip;
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break;
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case RF_CLIPMID:
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return;
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case RF_CLIPLOWER:
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mceilingclip = thread->OpaquePass->floorclip;
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mfloorclip = wallbottom;
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break;
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}
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mceilingclip = thread->OpaquePass->floorclip;
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mfloorclip = wallbottom;
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break;
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}
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yscale = decal->ScaleY;
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@ -12,10 +12,10 @@ namespace swrenderer
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class RenderDecal
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{
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public:
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static void RenderDecals(RenderThread *thread, side_t *wall, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom);
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static void RenderDecals(RenderThread *thread, side_t *wall, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
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private:
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static void Render(RenderThread *thread, side_t *wall, DBaseDecal *first, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, int pass);
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static void Render(RenderThread *thread, side_t *wall, DBaseDecal *first, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
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static void DrawColumn(RenderThread *thread, SpriteDrawerArgs &drawerargs, int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
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};
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}
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