- fix softpoly portal crash and blinking translucent objects

This commit is contained in:
Magnus Norddahl 2018-04-16 01:08:29 +02:00
parent dcefa3cd12
commit f5c2ffabc9

View file

@ -322,11 +322,11 @@ void RenderPolyScene::RenderPortals()
bool foggy = false;
if (CurrentViewpoint->PortalDepth < r_portal_recursions)
{
for (auto &portal : thread->SectorPortals)
portal->Render(CurrentViewpoint->PortalDepth + 1);
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
thread->SectorPortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
for (auto &portal : thread->LinePortals)
portal->Render(CurrentViewpoint->PortalDepth + 1);
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
thread->LinePortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
}
else // Fill with black
{
@ -336,8 +336,9 @@ void RenderPolyScene::RenderPortals()
args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
args.SetStyle(TriBlendMode::FillOpaque);
for (auto &portal : thread->SectorPortals)
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
{
const auto &portal = thread->SectorPortals[i];
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
@ -346,8 +347,9 @@ void RenderPolyScene::RenderPortals()
}
}
for (auto &portal : thread->LinePortals)
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
{
const auto &portal = thread->LinePortals[i];
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
@ -365,15 +367,17 @@ void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip));
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
if (CurrentViewpoint->PortalDepth < r_portal_recursions)
{
for (auto it = thread->SectorPortals.rbegin(); it != thread->SectorPortals.rend(); ++it)
for (size_t i = CurrentViewpoint->SectorPortalsEnd; i > CurrentViewpoint->SectorPortalsStart; i--)
{
auto &portal = *it;
auto &portal = thread->SectorPortals[i - 1];
portal->RenderTranslucent();
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
PolyDrawArgs args;
args.SetStencilTestValue(portal->StencilValue + 1);
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
@ -385,11 +389,13 @@ void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
}
}
for (auto it = thread->LinePortals.rbegin(); it != thread->LinePortals.rend(); ++it)
for (size_t i = CurrentViewpoint->LinePortalsEnd; i > CurrentViewpoint->LinePortalsStart; i--)
{
auto &portal = *it;
auto &portal = thread->LinePortals[i - 1];
portal->RenderTranslucent();
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
PolyDrawArgs args;
args.SetStencilTestValue(portal->StencilValue + 1);
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
@ -402,31 +408,23 @@ void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
}
}
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
PolyMaskedCycles.Clock();
// Draw all translucent objects back to front
if (CurrentViewpoint->ObjectsEnd > CurrentViewpoint->ObjectsStart)
{
std::stable_sort(
thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsStart,
thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsEnd,
[](auto a, auto b) { return *a < *b; });
size_t i = CurrentViewpoint->ObjectsEnd - 1;
size_t start = CurrentViewpoint->ObjectsStart;
auto objects = thread->TranslucentObjects.data();
while (true)
for (size_t i = CurrentViewpoint->ObjectsEnd; i > CurrentViewpoint->ObjectsStart; i--)
{
PolyTranslucentObject *obj = objects[i];
PolyTranslucentObject *obj = objects[i - 1];
obj->Render(thread, CurrentViewpoint->PortalPlane);
obj->~PolyTranslucentObject();
if (i == start)
break;
i--;
}
}
thread->TranslucentObjects.clear();
PolyMaskedCycles.Unclock();