mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
- changed dynamic light setup so that it is completely in the processing pass, not the render pass.
# Conflicts: # src/gl/scene/gl_flats.cpp # src/hwrenderer/scene/hw_flats.cpp
This commit is contained in:
parent
4ac43dac36
commit
a9c8546ba3
10 changed files with 60 additions and 153 deletions
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@ -84,7 +84,6 @@ FLightBuffer::~FLightBuffer()
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void FLightBuffer::Clear()
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{
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mIndex = 0;
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mIndices.Clear();
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mUploadIndex = 0;
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}
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@ -6,7 +6,6 @@
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class FLightBuffer
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{
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TArray<int> mIndices;
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unsigned int mBufferId;
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float * mBufferPointer;
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@ -30,9 +29,6 @@ public:
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int BindUBO(unsigned int index);
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unsigned int GetBlockSize() const { return mBlockSize; }
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unsigned int GetBufferType() const { return mBufferType; }
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unsigned int GetIndexPtr() const { return mIndices.Size(); }
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void StoreIndex(int index) { mIndices.Push(index); }
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int GetIndex(int i) const { return mIndices[i]; }
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};
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int gl_SetDynModelLight(AActor *self, int dynlightindex);
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@ -28,7 +28,6 @@ enum DrawListType
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enum Drawpasses
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{
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GLPASS_ALL, // Main pass with dynamic lights
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GLPASS_LIGHTSONLY, // only collect dynamic lights
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GLPASS_DECALS, // Draws a decal
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GLPASS_TRANSLUCENT, // Draws translucent objects
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};
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@ -76,10 +75,7 @@ struct FDrawInfo : public HWDrawInfo
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void DrawFlat(GLFlat *flat, int pass, bool trans) override; // trans only has meaning for GLPASS_LIGHTSONLY
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void DrawSkyboxSector(GLFlat *flat, int pass, bool processlights);
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void DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans);
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void ProcessLights(GLFlat *flat, bool istrans);
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void DrawSubsector(GLFlat *flat, subsector_t * sub);
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void SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli);
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void SetupSectorLights(GLFlat *flat, int pass, int *dli);
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// Sprite drawer
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void DrawSprite(GLSprite *sprite, int pass);
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@ -47,64 +47,6 @@
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/renderer/gl_quaddrawer.h"
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//==========================================================================
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//
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// Flats
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//
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//==========================================================================
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void FDrawInfo::SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli)
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{
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if (dli != NULL && *dli != -1)
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{
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if (flat->renderstyle == STYLE_Add && !level.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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}
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if (flat->SetupSubsectorLights(pass, sub, lightdata))
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{
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int d = GLRenderer->mLights->UploadLights(lightdata);
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if (pass == GLPASS_LIGHTSONLY)
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{
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GLRenderer->mLights->StoreIndex(d);
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}
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else
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{
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gl_RenderState.ApplyLightIndex(d);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FDrawInfo::SetupSectorLights(GLFlat *flat, int pass, int *dli)
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{
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if (dli != NULL && *dli != -1)
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{
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if (flat->renderstyle == STYLE_Add && !level.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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gl_RenderState.ApplyLightIndex(GLRenderer->mLights->GetIndex(*dli));
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(*dli)++;
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return;
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}
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if (flat->SetupSectorLights(pass, flat->sector, lightdata))
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{
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int d = GLRenderer->mLights->UploadLights(lightdata);
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if (pass == GLPASS_LIGHTSONLY)
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{
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GLRenderer->mLights->StoreIndex(d);
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}
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else
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{
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gl_RenderState.ApplyLightIndex(d);
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}
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}
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}
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//==========================================================================
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//
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//
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@ -156,49 +98,6 @@ void FDrawInfo::DrawSubsector(GLFlat *flat, subsector_t * sub)
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}
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//==========================================================================
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//
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// this is only used by LM_DEFERRED
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//
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//==========================================================================
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void FDrawInfo::ProcessLights(GLFlat *flat, bool istrans)
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{
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flat->dynlightindex = GLRenderer->mLights->GetIndexPtr();
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if (flat->sector->ibocount > 0 && !ClipLineShouldBeActive())
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{
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SetupSectorLights(flat, GLPASS_LIGHTSONLY, nullptr);
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i = 0; i < flat->sector->subsectorcount; i++)
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{
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subsector_t * sub = flat->sector->subsectors[i];
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if (ss_renderflags[sub->Index()] & flat->renderflags || istrans)
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{
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SetupSubsectorLights(flat, GLPASS_LIGHTSONLY, sub, nullptr);
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}
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(flat->renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR)?
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GetOtherFloorPlanes(flat->sector->sectornum) :
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GetOtherCeilingPlanes(flat->sector->sectornum);
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while (node)
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{
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SetupSubsectorLights(flat, GLPASS_LIGHTSONLY, node->sub, nullptr);
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node = node->next;
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}
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}
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}
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//==========================================================================
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//
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//
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@ -213,11 +112,12 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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gl_RenderState.Apply();
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auto iboindex = flat->iboindex;
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if (processlights) gl_RenderState.ApplyLightIndex(flat->dynlightindex);
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if (iboindex >= 0)
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{
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if (vcount > 0 && !ClipLineShouldBeActive())
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{
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if (processlights) SetupSectorLights(flat, GLPASS_ALL, &dli);
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drawcalls.Clock();
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glDrawElements(GL_TRIANGLES, vcount, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + iboindex);
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drawcalls.Unclock();
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@ -234,7 +134,6 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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if (ss_renderflags[sub->Index()] & flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawElements(GL_TRIANGLES, (sub->numlines - 2) * 3, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + index);
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drawcalls.Unclock();
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@ -253,7 +152,6 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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subsector_t * sub = flat->sector->subsectors[i];
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if (ss_renderflags[sub->Index()]& flat->renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, sub, &dli);
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DrawSubsector(flat, sub);
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}
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}
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@ -268,7 +166,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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while (node)
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{
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if (processlights) SetupSubsectorLights(flat, GLPASS_ALL, node->sub, &dli);
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if (processlights) gl_RenderState.ApplyLightIndex(node->lightindex);
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DrawSubsector(flat, node->sub);
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node = node->next;
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}
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@ -328,13 +226,6 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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gl_RenderState.SetObjectColor(0xffffffff);
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break;
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case GLPASS_LIGHTSONLY:
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if ((!trans || flat->gltexture) && processLights)
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{
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ProcessLights(flat, trans);
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}
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break;
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case GLPASS_TRANSLUCENT:
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if (flat->renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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SetColor(flat->lightlevel, rel, flat->Colormap, flat->alpha);
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@ -163,18 +163,6 @@ void FDrawInfo::RenderScene(int recursion)
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drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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if (gl.lightmethod == LM_DEFERRED && level.HasDynamicLights && !isFullbrightScene())
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{
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GLRenderer->mLights->Begin();
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drawlists[GLDL_PLAINFLATS].DrawFlats(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, GLPASS_LIGHTSONLY);
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drawlists[GLDL_TRANSLUCENT].Draw(this, GLPASS_LIGHTSONLY, true);
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GLRenderer->mLights->Finish();
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}
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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glDepthFunc(GL_LESS);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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@ -71,7 +71,7 @@ void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblend
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void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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{
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if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
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if (pass == GLPASS_DECALS) return;
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auto RenderStyle = sprite->RenderStyle;
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@ -34,6 +34,7 @@ struct gl_subsectorrendernode
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{
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gl_subsectorrendernode * next;
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subsector_t * sub;
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int lightindex;
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};
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enum area_t : int;
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void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
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void RenderThings(subsector_t * sub, sector_t * sector);
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void DoSubsector(subsector_t * sub);
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int SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &lightdata, const secplane_t *plane);
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public:
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void SetCameraPos(const DVector3 &pos)
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@ -315,9 +315,7 @@ public:
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int dynlightindex;
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void CreateSkyboxVertices(FFlatVertex *buffer);
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bool SetupLights(int pass, FLightNode *head, FDynLightData &lightdata, int portalgroup);
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bool SetupSubsectorLights(int pass, subsector_t * sub, FDynLightData &lightdata);
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bool SetupSectorLights(int pass, sector_t * sec, FDynLightData &lightdata);
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void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
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void PutFlat(HWDrawInfo *di, bool fog = false);
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void Process(HWDrawInfo *di, sector_t * model, int whichplane, bool notexture);
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@ -135,13 +135,15 @@ void GLFlat::CreateSkyboxVertices(FFlatVertex *vert)
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//
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//==========================================================================
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bool GLFlat::SetupLights(int pass, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !level.lightadditivesurfaces) return false; // no lights on additively blended surfaces.
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if (renderstyle == STYLE_Add && !level.lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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ADynamicLight * light = node->lightsource;
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node = node->nextLight;
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}
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return true;
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}
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bool GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, FDynLightData &lightdata)
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{
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return SetupLights(pass, sub->lighthead, lightdata, sub->sector->PortalGroup);
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}
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bool GLFlat::SetupSectorLights(int pass, sector_t * sec, FDynLightData &lightdata)
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{
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return SetupLights(pass, sec->lighthead, lightdata, sec->PortalGroup);
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dynlightindex = di->UploadLights(lightdata);
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}
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//==========================================================================
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@ -190,11 +182,15 @@ bool GLFlat::SetupSectorLights(int pass, sector_t * sec, FDynLightData &lightdat
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inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
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{
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if (di->isFullbrightScene())
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{
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Colormap.Clear();
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}
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dynlightindex = -1; // make sure this is always initialized to something proper.
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else if (level.HasDynamicLights && gltexture != nullptr)
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{
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SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
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}
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di->AddFlat(this, fog);
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}
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@ -29,13 +29,52 @@
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#include "r_utility.h"
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#include "r_sky.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "hw_drawinfo.h"
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#include "hw_drawstructs.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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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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//
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// light setup for render hacks.
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// This can ignore many of the special checks because
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// this will never be translucent and never be part of a portal or a 3D floor
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//
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//==========================================================================
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int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &lightdata, const secplane_t *plane)
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{
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if (level.HasDynamicLights && !isFullbrightScene())
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{
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Plane p;
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FLightNode * node = sub->lighthead;
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lightdata.Clear();
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while (node)
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{
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ADynamicLight * light = node->lightsource;
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if (light->flags2&MF2_DORMANT)
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{
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node = node->nextLight;
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continue;
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}
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iter_dlightf++;
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p.Set(plane->Normal(), plane->fD());
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lightdata.GetLight(sub->sector->PortalGroup, p, light, true);
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node = node->nextLight;
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}
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return UploadLights(lightdata);
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}
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else return -1;
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}
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//==========================================================================
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//
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// Adds a subsector plane to a sector's render list
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for(int i=oldcnt;i<=sector;i++) otherfloorplanes[i]=NULL;
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}
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node->next = otherfloorplanes[sector];
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node->lightindex = SetupLightsForOtherPlane(node->sub, lightdata, &node->sub->sector->floorplane);
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otherfloorplanes[sector] = node;
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}
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for(int i=oldcnt;i<=sector;i++) otherceilingplanes[i]=NULL;
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}
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node->next = otherceilingplanes[sector];
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node->lightindex = SetupLightsForOtherPlane(node->sub, lightdata, &node->sub->sector->ceilingplane);
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otherceilingplanes[sector] = node;
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}
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