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- instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack. With the recent change these faked sectors live long enough so that they can be passed around here.
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3 changed files with 10 additions and 10 deletions
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@ -95,7 +95,7 @@ void GLDecal::DrawDecal(HWDrawInfo *di, FRenderState &state)
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for (unsigned k = 0; k < lightlist.Size(); k++)
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{
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secplane_t &lowplane = k == lightlist.Size() - 1 ? bottomplane : lightlist[k + 1].plane;
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secplane_t &lowplane = k == lightlist.Size() - 1 ? frontsector->floorplane : lightlist[k + 1].plane;
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float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
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float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
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@ -404,7 +404,7 @@ void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
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gldecal->alpha = decal->Alpha;
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gldecal->zcenter = zpos - decalheight * 0.5f;
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gldecal->bottomplane = bottomplane;
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gldecal->frontsector = frontsector;
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gldecal->Normal = normal;
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gldecal->lightlist = lightlist;
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memcpy(gldecal->dv, dv, sizeof(dv));
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@ -186,7 +186,6 @@ public:
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};
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secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows.
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// these are not the same as ytop and ybottom!!!
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float zceil[2];
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@ -198,6 +197,7 @@ public:
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public:
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seg_t * seg; // this gives the easiest access to all other structs involved
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subsector_t * sub; // For polyobjects
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sector_t *frontsector, *backsector;
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//private:
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void PutWall(HWDrawInfo *di, bool translucent);
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@ -411,7 +411,7 @@ struct GLDecal
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int rellight;
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float alpha;
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FColormap Colormap;
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secplane_t bottomplane;
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sector_t *frontsector;
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FVector3 Normal;
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void DrawDecal(HWDrawInfo *di, FRenderState &state);
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@ -140,7 +140,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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state.EnableGlow(true);
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state.SetGlowParams(topglowcolor, bottomglowcolor);
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}
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state.SetGlowPlanes(topplane, bottomplane);
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state.SetGlowPlanes(frontsector->ceilingplane, frontsector->floorplane);
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state.SetMaterial(gltexture, flags & 3, 0, -1);
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if (type == RENDERWALL_M2SNF)
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@ -167,7 +167,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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for (unsigned i = 0; i < lightlist->Size(); i++)
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{
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secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
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secplane_t &lowplane = i == (*lightlist).Size() - 1 ? frontsector->floorplane : (*lightlist)[i + 1].plane;
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// this must use the exact same calculation method as GLWall::Process etc.
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float low1 = lowplane.ZatPoint(vertexes[0]);
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float low2 = lowplane.ZatPoint(vertexes[1]);
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@ -1799,6 +1799,8 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
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// note: we always have a valid sidedef and linedef reference when getting here.
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this->seg = seg;
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this->frontsector = frontsector;
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this->backsector = backsector;
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vertindex = 0;
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vertcount = 0;
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@ -1893,8 +1895,6 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
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if (frontsector->GetWallGlow(topglowcolor, bottomglowcolor)) flags |= GLWF_GLOW;
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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zfloor[0] = ffh1 = segfront->floorplane.ZatPoint(v1);
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zfloor[1] = ffh2 = segfront->floorplane.ZatPoint(v2);
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@ -2104,6 +2104,8 @@ void GLWall::ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t * frontsec
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if (bfh > ffh)
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{
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this->seg = seg;
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this->frontsector = frontsector;
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this->backsector = backsector;
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this->sub = NULL;
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vertex_t * v1 = seg->v1;
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@ -2129,8 +2131,6 @@ void GLWall::ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t * frontsec
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Colormap = frontsector->Colormap;
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if (frontsector->GetWallGlow(topglowcolor, bottomglowcolor)) flags |= GLWF_GLOW;
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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dynlightindex = -1;
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zfloor[0] = zfloor[1] = ffh;
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