mirror of
https://github.com/ZDoom/qzdoom.git
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cd7986b1b1
- moved FLevelLocals to its own header to resolve some circular include conflicts.
822 lines
22 KiB
C++
822 lines
22 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_flat.cpp
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** Flat rendering
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**
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*/
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#include "gl/system/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "g_level.h"
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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 "g_levellocals.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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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#ifdef _DEBUG
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CVAR(Int, gl_breaksec, -1, 0)
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#endif
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//==========================================================================
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//
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// Sets the texture matrix according to the plane's texture positioning
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// information
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//
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//==========================================================================
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static float tics;
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
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{
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// only manipulate the texture matrix if needed.
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if (!secplane->Offs.isZero() ||
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secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
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secplane->Angle != 0 ||
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gltexture->TextureWidth() != 64 ||
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gltexture->TextureHeight() != 64)
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{
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float uoffs = secplane->Offs.X / gltexture->TextureWidth();
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float voffs = secplane->Offs.Y / gltexture->TextureHeight();
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float xscale1 = secplane->Scale.X;
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float yscale1 = secplane->Scale.Y;
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if (gltexture->tex->bHasCanvas)
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{
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yscale1 = 0 - yscale1;
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}
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float angle = -secplane->Angle;
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float xscale2 = 64.f / gltexture->TextureWidth();
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float yscale2 = 64.f / gltexture->TextureHeight();
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(xscale1, yscale1, 1.0f);
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gl_RenderState.mTextureMatrix.translate(uoffs, voffs, 0.0f);
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gl_RenderState.mTextureMatrix.scale(xscale2, yscale2, 1.0f);
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gl_RenderState.mTextureMatrix.rotate(angle, 0.0f, 0.0f, 1.0f);
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gl_RenderState.EnableTextureMatrix(true);
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}
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}
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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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extern FDynLightData lightdata;
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void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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{
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Plane p;
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if (renderstyle == STYLE_Add && !glset.lightadditivesurfaces) return; // no lights on additively blended surfaces.
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if (dli != NULL && *dli != -1)
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{
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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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lightdata.Clear();
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FLightNode * node = sub->lighthead;
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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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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light);
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if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane);
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gl_GetLight(sub->sector->PortalGroup, p, light, false, lightdata);
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node = node->nextLight;
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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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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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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fX();
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ptr->z = plane.plane.ZatPoint(vt) + dz;
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ptr->y = vt->fY();
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ptr->u = vt->fX() / 64.f;
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ptr->v = -vt->fY() / 64.f;
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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 = 0; i < sub->numlines - 2; i += 2)
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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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flatvertices += sub->numlines;
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flatprimitives++;
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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 GLFlat::ProcessLights(bool istrans)
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{
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dynlightindex = GLRenderer->mLights->GetIndexPtr();
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// Draw the subsectors belonging to this sector
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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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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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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 (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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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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//
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//==========================================================================
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void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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{
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int dli = dynlightindex;
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gl_RenderState.Apply();
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if (vboindex >= 0)
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{
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int index = vboindex;
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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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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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index += sub->numlines;
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}
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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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// (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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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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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 (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(node->sub);
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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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// special handling for skyboxes which need texture clamping.
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// This will find the bounding rectangle of the sector and just
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// draw one single polygon filling that rectangle with a clamped
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// texture.
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//
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//==========================================================================
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void GLFlat::DrawSkyboxSector(int pass, bool processlights)
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{
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float minx = FLT_MAX, miny = FLT_MAX;
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float maxx = -FLT_MAX, maxy = -FLT_MAX;
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for (auto ln : sector->Lines)
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{
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float x = ln->v1->fX();
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float y = ln->v1->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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x = ln->v2->fX();
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y = ln->v2->fY();
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if (x < minx) minx = x;
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if (y < miny) miny = y;
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if (x > maxx) maxx = x;
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if (y > maxy) maxy = y;
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}
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float z = plane.plane.ZatPoint(0., 0.) + dz;
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static float uvals[] = { 0, 0, 1, 1 };
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static float vvals[] = { 1, 0, 0, 1 };
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int rot = -xs_FloorToInt(plane.Angle / 90.f);
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FQuadDrawer qd;
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qd.Set(0, minx, z, miny, uvals[rot & 3], vvals[rot & 3]);
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qd.Set(1, minx, z, maxy, uvals[(rot + 1) & 3], vvals[(rot + 1) & 3]);
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qd.Set(2, maxx, z, maxy, uvals[(rot + 2) & 3], vvals[(rot + 2) & 3]);
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qd.Set(3, maxx, z, miny, uvals[(rot + 3) & 3], vvals[(rot + 3) & 3]);
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qd.Render(GL_TRIANGLE_FAN);
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flatvertices += 4;
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flatprimitives++;
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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 GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIGHTSONLY
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{
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int rel = getExtraLight();
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#ifdef _DEBUG
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if (sector->sectornum == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
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switch (pass)
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{
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case GLPASS_PLAIN: // Single-pass rendering
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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if (sector->special != GLSector_Skybox)
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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gl_RenderState.EnableTextureMatrix(false);
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}
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else
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
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DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
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}
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break;
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case GLPASS_LIGHTSONLY:
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if (!trans || gltexture)
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{
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ProcessLights(trans);
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}
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break;
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case GLPASS_TRANSLUCENT:
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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if (!gltexture)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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DrawSubsectors(pass, false, true);
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, !gl.legacyMode, true);
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gl_RenderState.EnableTextureMatrix(false);
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case GLPASS_LIGHTTEX:
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case GLPASS_LIGHTTEX_ADDITIVE:
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case GLPASS_LIGHTTEX_FOGGY:
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DrawLightsCompat(pass);
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break;
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case GLPASS_TEXONLY:
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, false, false);
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gl_RenderState.EnableTextureMatrix(false);
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break;
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}
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}
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//==========================================================================
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//
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// GLFlat::PutFlat
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//
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// Checks texture, lighting and translucency settings and puts this
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// plane in the appropriate render list.
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//
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//==========================================================================
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inline void GLFlat::PutFlat(bool fog)
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{
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int list;
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if (gl_fixedcolormap)
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{
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Colormap.Clear();
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}
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if (gl.legacyMode)
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{
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if (PutFlatCompat(fog)) return;
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}
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if (renderstyle!=STYLE_Translucent || alpha < 1.f - FLT_EPSILON || fog || gltexture == NULL)
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{
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// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
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list = (renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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}
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else if (gltexture->GetTransparent())
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{
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if (stack)
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{
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list = GLDL_TRANSLUCENTBORDER;
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}
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else if ((renderflags&SSRF_RENDER3DPLANES) && !plane.plane.isSlope())
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{
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list = GLDL_TRANSLUCENT;
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}
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else
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{
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list = GLDL_PLAINFLATS;
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}
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}
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else
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{
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bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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dynlightindex = -1; // make sure this is always initialized to something proper.
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gl_drawinfo->drawlists[list].AddFlat (this);
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}
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//==========================================================================
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//
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// This draws one flat
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// The passed sector does not indicate the area which is rendered.
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// It is only used as source for the plane data.
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// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
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//
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//==========================================================================
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void GLFlat::Process(sector_t * model, int whichplane, bool fog)
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{
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plane.GetFromSector(model, whichplane);
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if (whichplane != int(ceiling))
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{
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// Flip the normal if the source plane has a different orientation than what we are about to render.
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plane.plane.FlipVert();
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}
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|
if (!fog)
|
|
{
|
|
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
|
|
if (!gltexture) return;
|
|
if (gltexture->tex->isFullbright())
|
|
{
|
|
Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff;
|
|
lightlevel=255;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gltexture = NULL;
|
|
lightlevel = abs(lightlevel);
|
|
}
|
|
|
|
// get height from vplane
|
|
if (whichplane == sector_t::floor && sector->transdoor) dz = -1;
|
|
else dz = 0;
|
|
|
|
z = plane.plane.ZatPoint(0.f, 0.f);
|
|
|
|
PutFlat(fog);
|
|
rendered_flats++;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets 3D floor info. Common code for all 4 cases
|
|
//
|
|
//==========================================================================
|
|
|
|
void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
|
|
{
|
|
F3DFloor::planeref & plane = top? rover->top : rover->bottom;
|
|
|
|
// FF_FOG requires an inverted logic where to get the light from
|
|
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
|
|
lightlevel = gl_ClampLight(*light->p_lightlevel);
|
|
|
|
if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
|
|
else Colormap.CopyFrom3DLight(light);
|
|
|
|
|
|
alpha = rover->alpha/255.0f;
|
|
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
|
|
if (plane.model->VBOHeightcheck(plane.isceiling))
|
|
{
|
|
vboindex = plane.vindex;
|
|
}
|
|
else
|
|
{
|
|
vboindex = -1;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Process a sector's flats for rendering
|
|
// This function is only called once per sector.
|
|
// Subsequent subsectors are just quickly added to the ss_renderflags array
|
|
//
|
|
//==========================================================================
|
|
|
|
void GLFlat::ProcessSector(sector_t * frontsector)
|
|
{
|
|
lightlist_t * light;
|
|
FSectorPortal *port;
|
|
|
|
#ifdef _DEBUG
|
|
if (frontsector->sectornum == gl_breaksec)
|
|
{
|
|
int a = 0;
|
|
}
|
|
#endif
|
|
|
|
// Get the real sector for this one.
|
|
sector = &level.sectors[frontsector->sectornum];
|
|
extsector_t::xfloor &x = sector->e->XFloor;
|
|
dynlightindex = -1;
|
|
|
|
byte &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];
|
|
|
|
//
|
|
//
|
|
//
|
|
// do floors
|
|
//
|
|
//
|
|
//
|
|
if (frontsector->floorplane.ZatPoint(ViewPos) <= ViewPos.Z)
|
|
{
|
|
// process the original floor first.
|
|
|
|
srf |= SSRF_RENDERFLOOR;
|
|
|
|
lightlevel = gl_ClampLight(frontsector->GetFloorLight());
|
|
Colormap = frontsector->ColorMap;
|
|
port = frontsector->ValidatePortal(sector_t::floor);
|
|
if ((stack = (port != NULL)))
|
|
{
|
|
if (port->mType == PORTS_STACKEDSECTORTHING)
|
|
{
|
|
gl_drawinfo->AddFloorStack(sector); // stacked sector things require visplane merging.
|
|
}
|
|
alpha = frontsector->GetAlpha(sector_t::floor);
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
|
|
}
|
|
|
|
if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
|
|
{
|
|
if (frontsector->VBOHeightcheck(sector_t::floor))
|
|
{
|
|
vboindex = frontsector->vboindex[sector_t::floor];
|
|
}
|
|
else
|
|
{
|
|
vboindex = -1;
|
|
}
|
|
|
|
ceiling = false;
|
|
renderflags = SSRF_RENDERFLOOR;
|
|
|
|
if (x.ffloors.Size())
|
|
{
|
|
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
|
|
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
|
|
&& (light->p_lightlevel != &frontsector->lightlevel))
|
|
{
|
|
lightlevel = gl_ClampLight(*light->p_lightlevel);
|
|
}
|
|
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
Process(frontsector, sector_t::floor, false);
|
|
}
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
// do ceilings
|
|
//
|
|
//
|
|
//
|
|
if (frontsector->ceilingplane.ZatPoint(ViewPos) >= ViewPos.Z)
|
|
{
|
|
// process the original ceiling first.
|
|
|
|
srf |= SSRF_RENDERCEILING;
|
|
|
|
lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
|
|
Colormap = frontsector->ColorMap;
|
|
port = frontsector->ValidatePortal(sector_t::ceiling);
|
|
if ((stack = (port != NULL)))
|
|
{
|
|
if (port->mType == PORTS_STACKEDSECTORTHING)
|
|
{
|
|
gl_drawinfo->AddCeilingStack(sector);
|
|
}
|
|
alpha = frontsector->GetAlpha(sector_t::ceiling);
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
|
|
}
|
|
|
|
if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
|
{
|
|
if (frontsector->VBOHeightcheck(sector_t::ceiling))
|
|
{
|
|
vboindex = frontsector->vboindex[sector_t::ceiling];
|
|
}
|
|
else
|
|
{
|
|
vboindex = -1;
|
|
}
|
|
|
|
ceiling = true;
|
|
renderflags = SSRF_RENDERCEILING;
|
|
|
|
if (x.ffloors.Size())
|
|
{
|
|
light = P_GetPlaneLight(sector, §or->ceilingplane, true);
|
|
|
|
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
|
|
&& (light->p_lightlevel != &frontsector->lightlevel))
|
|
{
|
|
lightlevel = gl_ClampLight(*light->p_lightlevel);
|
|
}
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
Process(frontsector, sector_t::ceiling, false);
|
|
}
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
// do 3D floors
|
|
//
|
|
//
|
|
//
|
|
|
|
stack = false;
|
|
if (x.ffloors.Size())
|
|
{
|
|
player_t * player = players[consoleplayer].camera->player;
|
|
|
|
renderflags = SSRF_RENDER3DPLANES;
|
|
srf |= SSRF_RENDER3DPLANES;
|
|
// 3d-floors must not overlap!
|
|
double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
|
|
double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
|
|
F3DFloor * rover;
|
|
int k;
|
|
|
|
// floors are ordered now top to bottom so scanning the list for the best match
|
|
// is no longer necessary.
|
|
|
|
ceiling = true;
|
|
for (k = 0; k < (int)x.ffloors.Size(); k++)
|
|
{
|
|
rover = x.ffloors[k];
|
|
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
|
|
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
|
{
|
|
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
|
if (ff_top < lastceilingheight)
|
|
{
|
|
if (ViewPos.Z <= rover->top.plane->ZatPoint(ViewPos))
|
|
{
|
|
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->ColorMap->Fade;
|
|
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastceilingheight = ff_top;
|
|
}
|
|
}
|
|
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
|
|
{
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if (ff_bottom < lastceilingheight)
|
|
{
|
|
if (ViewPos.Z <= rover->bottom.plane->ZatPoint(ViewPos))
|
|
{
|
|
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->ColorMap->Fade;
|
|
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastceilingheight = ff_bottom;
|
|
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ceiling = false;
|
|
for (k = x.ffloors.Size() - 1; k >= 0; k--)
|
|
{
|
|
rover = x.ffloors[k];
|
|
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
|
|
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
|
|
{
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
|
|
{
|
|
if (ViewPos.Z >= rover->bottom.plane->ZatPoint(ViewPos))
|
|
{
|
|
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->ColorMap->Fade;
|
|
|
|
if (rover->flags&FF_FIX)
|
|
{
|
|
lightlevel = gl_ClampLight(rover->model->lightlevel);
|
|
Colormap = rover->GetColormap();
|
|
}
|
|
|
|
Process(rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastfloorheight = ff_bottom;
|
|
}
|
|
}
|
|
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
|
|
{
|
|
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
|
|
if (ff_top > lastfloorheight)
|
|
{
|
|
if (ViewPos.Z >= rover->top.plane->ZatPoint(ViewPos))
|
|
{
|
|
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
|
|
Colormap.FadeColor = frontsector->ColorMap->Fade;
|
|
Process(rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
|
|
}
|
|
lastfloorheight = ff_top;
|
|
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|