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- render sector hacks through the quad renderer if the vertex buffer is not accessible.
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1 changed files with 40 additions and 10 deletions
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@ -47,6 +47,7 @@
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#include "doomstat.h"
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#include "d_player.h"
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#include "portal.h"
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#include "templates.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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@ -175,6 +176,8 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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//==========================================================================
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void GLFlat::DrawSubsector(subsector_t * sub)
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{
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if (gl.buffermethod != BM_DEFERRED)
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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for (unsigned int k = 0; k < sub->numlines; k++)
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@ -188,6 +191,32 @@ void GLFlat::DrawSubsector(subsector_t * sub)
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ptr++;
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}
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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}
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else
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{
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// if we cannot access the buffer, use the quad drawer as fallback by splitting the subsector into quads.
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// Trying to get this into the vertex buffer in the processing pass is too costly and this is only used for render hacks.
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FQuadDrawer qd;
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unsigned int vi[4];
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vi[0] = 0;
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for (unsigned int i = 1; i < sub->numlines; i += 2)
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{
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if (i < sub->numlines - 3)
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{
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for (unsigned int j = 1; j < 4; j++)
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{
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vi[j] = MIN(i + j, sub->numlines - 1);
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}
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for (unsigned int x = 0; x < 4; x++)
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{
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vertex_t *vt = sub->firstline[vi[x]].v1;
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qd.Set(x, vt->fX(), plane.plane.ZatPoint(vt) + dz, vt->fY(), vt->fX() / 64.f, -vt->fY() / 64.f);
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}
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qd.Render(GL_TRIANGLE_FAN);
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}
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}
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}
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flatvertices += sub->numlines;
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flatprimitives++;
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@ -263,6 +292,7 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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else
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{
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// Draw the subsectors belonging to this sector
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// (can this case even happen?)
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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