- a bit of code reordering.

This commit is contained in:
Christoph Oelckers 2018-10-25 22:50:45 +02:00
parent 4f4bcd2d7d
commit fa85717155
2 changed files with 65 additions and 65 deletions

View File

@ -328,68 +328,3 @@ void FDrawInfo::ClearScreen()
}
//==========================================================================
//
// FDrawInfo::AddFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
{
int list;
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
{
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (flat->gltexture->tex->GetTranslucency())
{
if (flat->stack)
{
list = GLDL_TRANSLUCENTBORDER;
}
else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_PLAINFLATS;
}
}
else
{
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
}
auto newflat = drawlists[list].NewFlat();
*newflat = *flat;
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::AddSprite(GLSprite *sprite, bool translucent)
{
int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || sprite->actor == nullptr || (!sprite->modelframe && (sprite->actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_MODELS;
}
auto newsprt = drawlists[list].NewSprite();
*newsprt = *sprite;
}

View File

@ -91,3 +91,68 @@ void FDrawInfo::AddMirrorSurface(GLWall *w)
newwall->ProcessDecals(this);
}
//==========================================================================
//
// FDrawInfo::AddFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
void FDrawInfo::AddFlat(GLFlat *flat, bool fog)
{
int list;
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || fog || flat->gltexture == nullptr)
{
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (flat->renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (flat->gltexture->tex->GetTranslucency())
{
if (flat->stack)
{
list = GLDL_TRANSLUCENTBORDER;
}
else if ((flat->renderflags&SSRF_RENDER3DPLANES) && !flat->plane.plane.isSlope())
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_PLAINFLATS;
}
}
else
{
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
}
auto newflat = drawlists[list].NewFlat();
*newflat = *flat;
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::AddSprite(GLSprite *sprite, bool translucent)
{
int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || sprite->actor == nullptr || (!sprite->modelframe && (sprite->actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_MODELS;
}
auto newsprt = drawlists[list].NewSprite();
*newsprt = *sprite;
}