mirror of
https://github.com/ZDoom/qzdoom.git
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740 lines
20 KiB
C++
740 lines
20 KiB
C++
/*
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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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** Copyright 2000-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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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 "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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#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->xoffs != 0 || secplane->yoffs != 0 ||
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secplane->xscale != FRACUNIT || secplane->yscale != FRACUNIT ||
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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 = FIXED2FLOAT(secplane->xoffs) / gltexture->TextureWidth();
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float voffs = FIXED2FLOAT(secplane->yoffs) / gltexture->TextureHeight();
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float xscale1=FIXED2FLOAT(secplane->xscale);
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float yscale1=FIXED2FLOAT(secplane->yscale);
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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=-ANGLE_TO_FLOAT(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 (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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fixed_t 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(p, light, false, 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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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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if (plane.plane.a | plane.plane.b)
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{
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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->y = vt->fy;
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ptr->z = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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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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}
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else
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{
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float zc = FIXED2FLOAT(plane.plane.Zat0()) + dz;
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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->y = vt->fy;
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ptr->z = zc;
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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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}
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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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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//
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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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if (sub)
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{
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// This represents a single subsector
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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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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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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//==========================================================================
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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 (sub)
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{
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// This represents a single subsector
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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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else
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{
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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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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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//
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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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switch (pass)
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{
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case GLPASS_PLAIN: // Single-pass rendering
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case GLPASS_ALL:
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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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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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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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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (!gltexture)
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{
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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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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, true, 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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}
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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 (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
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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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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 (!fog)
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{
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if (plane.texture==skyflatnum) return;
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gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
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if (!gltexture) return;
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if (gltexture->tex->isFullbright())
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{
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Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff;
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lightlevel=255;
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}
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}
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else
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{
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gltexture = NULL;
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lightlevel = abs(lightlevel);
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}
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// get height from vplane
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if (whichplane == sector_t::floor && sector->transdoor) dz = -1;
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else dz = 0;
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z = plane.plane.ZatPoint(0.f, 0.f);
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PutFlat(fog);
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rendered_flats++;
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}
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//==========================================================================
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//
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// Sets 3D floor info. Common code for all 4 cases
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//
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//==========================================================================
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void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
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{
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F3DFloor::planeref & plane = top? rover->top : rover->bottom;
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// FF_FOG requires an inverted logic where to get the light from
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lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
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lightlevel = *light->p_lightlevel;
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if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
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else Colormap.CopyFrom3DLight(light);
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alpha = rover->alpha/255.0f;
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renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
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if (plane.model->VBOHeightcheck(plane.isceiling))
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{
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vboindex = plane.vindex;
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}
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else
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{
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vboindex = -1;
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}
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}
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//==========================================================================
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//
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// Process a sector's flats for rendering
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// This function is only called once per sector.
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// Subsequent subsectors are just quickly added to the ss_renderflags array
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//
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//==========================================================================
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void GLFlat::ProcessSector(sector_t * frontsector)
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{
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lightlist_t * light;
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#ifdef _DEBUG
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if (frontsector->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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// Get the real sector for this one.
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sector=§ors[frontsector->sectornum];
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extsector_t::xfloor &x = sector->e->XFloor;
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this->sub=NULL;
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dynlightindex = -1;
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byte &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];
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//
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//
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//
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// do floors
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//
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//
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//
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if (frontsector->floorplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) <= FIXED2FLOAT(viewz))
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{
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// process the original floor first.
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srf |= SSRF_RENDERFLOOR;
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lightlevel = gl_ClampLight(frontsector->GetFloorLight());
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Colormap=frontsector->ColorMap;
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if ((stack = (frontsector->portals[sector_t::floor] != NULL)))
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{
|
|
if (!frontsector->PortalBlocksView(sector_t::floor))
|
|
{
|
|
gl_drawinfo->AddFloorStack(sector);
|
|
alpha = frontsector->GetAlpha(sector_t::floor) / 65536.0f;
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.0f-frontsector->GetReflect(sector_t::floor);
|
|
}
|
|
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 = *light->p_lightlevel;
|
|
}
|
|
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
if (alpha!=0.0f) Process(frontsector, false, false);
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
// do ceilings
|
|
//
|
|
//
|
|
//
|
|
if (frontsector->ceilingplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) >= FIXED2FLOAT(viewz))
|
|
{
|
|
// process the original ceiling first.
|
|
|
|
srf |= SSRF_RENDERCEILING;
|
|
|
|
lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
|
|
Colormap=frontsector->ColorMap;
|
|
if ((stack = (frontsector->portals[sector_t::ceiling] != NULL)))
|
|
{
|
|
if (!frontsector->PortalBlocksView(sector_t::ceiling))
|
|
{
|
|
gl_drawinfo->AddCeilingStack(sector);
|
|
alpha = frontsector->GetAlpha(sector_t::ceiling) / 65536.0f;
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
alpha = 1.0f-frontsector->GetReflect(sector_t::ceiling);
|
|
}
|
|
|
|
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 = *light->p_lightlevel;
|
|
}
|
|
Colormap.CopyFrom3DLight(light);
|
|
}
|
|
renderstyle = STYLE_Translucent;
|
|
if (alpha!=0.0f) Process(frontsector, true, 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!
|
|
fixed_t lastceilingheight=sector->CenterCeiling(); // render only in the range of the
|
|
fixed_t 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))
|
|
{
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
|
|
if (ff_top<lastceilingheight)
|
|
{
|
|
if (FIXED2FLOAT(viewz) <= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
|
{
|
|
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))
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
|
|
if (ff_bottom<lastceilingheight)
|
|
{
|
|
if (FIXED2FLOAT(viewz)<=rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
|
{
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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))
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
|
|
if (ff_bottom>lastfloorheight || (rover->flags&FF_FIX))
|
|
{
|
|
if (FIXED2FLOAT(viewz) >= rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
|
{
|
|
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))
|
|
{
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
|
|
if (ff_top>lastfloorheight)
|
|
{
|
|
if (FIXED2FLOAT(viewz) >= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
|
{
|
|
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--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|