mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
This commit is contained in:
parent
34a5fb5a6a
commit
29b0106a96
6 changed files with 43 additions and 42 deletions
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@ -251,8 +251,8 @@ void HWDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
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if (fh->z == fs->z)
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{
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// Make sure we have consistent ordering with two floor sprites of the same distance if they overlap
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int time1 = fh->sprite ? fh->sprite->time : -1;
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int time2 = fs->sprite ? fs->sprite->time : -1;
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int time1 = fh->Sprite ? fh->Sprite->time : -1;
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int time2 = fs->Sprite ? fs->Sprite->time : -1;
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if (time1 == time2) head->AddToEqual(sort);
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else if (time2 < time1)head->AddToLeft(sort);
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else head->AddToRight(sort);
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@ -404,8 +404,8 @@ void HWDrawList::SortWallIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sor
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if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
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{
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int time1 = wh->sprite ? wh->sprite->time : -1;
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int time2 = ws->sprite ? ws->sprite->time : -1;
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int time1 = wh->Sprite ? wh->Sprite->time : -1;
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int time2 = ws->Sprite ? ws->Sprite->time : -1;
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if ((ws->type==RENDERWALL_FOGBOUNDARY && wh->type!=RENDERWALL_FOGBOUNDARY) || time2 < time1)
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{
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@ -591,7 +591,7 @@ inline int HWDrawList::CompareSprites(SortNode * a,SortNode * b)
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if (s1->depth < s2->depth) return 1;
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if (s1->depth > s2->depth) return -1;
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return s1->sprite->time - s2->sprite->time;
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return s1->Sprite->time - s2->Sprite->time;
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}
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//==========================================================================
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@ -737,8 +737,8 @@ void HWDrawList::SortWallsVert(HWDrawInfo* di)
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HWWall* w1 = walls[a.index];
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HWWall* w2 = walls[b.index];
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if (w1->glseg.y1 != w2->glseg.y1) return w1->glseg.y1 < w2->glseg.y1;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -747,8 +747,8 @@ void HWDrawList::SortWallsVert(HWDrawInfo* di)
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HWWall* w1 = walls[a.index];
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HWWall* w2 = walls[b.index];
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if (w1->glseg.y1 != w2->glseg.y1) return w1->glseg.y1 > w2->glseg.y1;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -784,8 +784,8 @@ void HWDrawList::SortWallsHorz(HWDrawInfo* di)
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HWWall* w1 = walls[a.index];
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HWWall* w2 = walls[b.index];
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if (w1->glseg.x1 != w2->glseg.x1) return w1->glseg.x1 < w2->glseg.x1;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -794,8 +794,8 @@ void HWDrawList::SortWallsHorz(HWDrawInfo* di)
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HWWall* w1 = walls[a.index];
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HWWall* w2 = walls[b.index];
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if (w1->glseg.x1 != w2->glseg.x1) return w1->glseg.x1 > w2->glseg.x1;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -831,8 +831,8 @@ void HWDrawList::SortFlats(HWDrawInfo* di)
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HWFlat* w1 = flats[a.index];
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HWFlat* w2 = flats[b.index];
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if (w1->z != w2->z) return w1->z < w2->z;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -841,8 +841,8 @@ void HWDrawList::SortFlats(HWDrawInfo* di)
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HWFlat* w1 = flats[a.index];
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HWFlat* w2 = flats[b.index];
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if (w1->z != w2->z) return w2->z < w1->z;
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int time1 = w1->sprite ? w1->sprite->time : -1;
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int time2 = w2->sprite ? w2->sprite->time : -1;
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int time1 = w1->Sprite ? w1->Sprite->time : -1;
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int time2 = w2->Sprite ? w2->Sprite->time : -1;
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return time1 < time2;
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});
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@ -50,7 +50,7 @@ void HWDrawInfo::AddWall(HWWall *wall)
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int list;
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if (wall->type != RENDERWALL_M2S) list = GLDL_PLAINWALLS;
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else if (wall->sprite == nullptr) list = GLDL_MASKEDWALLS;
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else if (wall->Sprite == nullptr) list = GLDL_MASKEDWALLS;
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else if (wall->glseg.x1 == wall->glseg.x2) list = GLDL_MASKEDWALLSV;
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else if (wall->glseg.y1 == wall->glseg.y2) list = GLDL_MASKEDWALLSH;
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else list = GLDL_MASKEDWALLSS;
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@ -98,11 +98,11 @@ void HWDrawInfo::AddFlat(HWFlat *flat)
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if (flat->RenderStyle != LegacyRenderStyles[STYLE_Translucent] || flat->alpha < 1.f - FLT_EPSILON || checkTranslucentReplacement(flat->texture->GetID(), flat->palette))
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{
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// translucent portals go into the translucent border list.
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list = flat->sprite? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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list = flat->Sprite? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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}
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else
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{
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list = flat->sprite ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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list = flat->Sprite ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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auto newflat = drawlists[list].NewFlat();
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*newflat = *flat;
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@ -185,7 +185,7 @@ public:
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public:
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walltype* seg;
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spritetype* sprite;
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spritetype* Sprite;
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sectortype* frontsector, * backsector;
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//private:
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@ -251,7 +251,7 @@ class HWFlat
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public:
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int section;
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sectortype * sec;
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spritetype* sprite; // for flat sprites.
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spritetype* Sprite; // for flat sprites.
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FGameTexture *texture;
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float z; // the z position of the flat (only valid for non-sloped planes)
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@ -294,7 +294,7 @@ class HWSprite
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{
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public:
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spritetype* sprite;
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spritetype* Sprite;
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PalEntry fade;
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int shade, palette;
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float visibility;
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@ -96,7 +96,7 @@ void HWFlat::MakeVertices()
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{
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if (vertcount > 0) return;
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bool canvas = texture->isHardwareCanvas();
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if (sprite == nullptr)
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if (Sprite == nullptr)
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{
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auto mesh = sectorGeometry.get(section, plane, geoofs);
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if (!mesh) return;
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@ -117,12 +117,12 @@ void HWFlat::MakeVertices()
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else
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{
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vec2_t pos[4];
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GetFlatSpritePosition(sprite, sprite->pos.vec2, pos, true);
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GetFlatSpritePosition(Sprite, Sprite->pos.vec2, pos, true);
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auto ret = screen->mVertexData->AllocVertices(6);
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auto vp = ret.first;
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float x = !(sprite->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
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float y = !(sprite->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
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float x = !(Sprite->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
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float y = !(Sprite->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
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for (unsigned i = 0; i < 6; i++)
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{
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const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
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@ -144,7 +144,7 @@ void HWFlat::MakeVertices()
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//==========================================================================
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void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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if (screen->BuffersArePersistent() && !sprite)
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if (screen->BuffersArePersistent() && !Sprite)
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{
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MakeVertices();
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}
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@ -156,7 +156,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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}
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#endif
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if (!sprite)
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if (!Sprite)
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{
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auto mesh = sectorGeometry.get(section, plane, geoofs);
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state.SetNormal(mesh->normal);
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@ -182,7 +182,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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state.SetMaterial(texture, UF_Texture, 0, sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetMaterial(texture, UF_Texture, 0, Sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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@ -208,7 +208,7 @@ void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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{
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vertcount = 0;
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plane = whichplane;
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if (!screen->BuffersArePersistent() || sprite || di->ingeo) // should be made static buffer content later (when the logic is working)
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if (!screen->BuffersArePersistent() || Sprite || di->ingeo) // should be made static buffer content later (when the logic is working)
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{
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#if 0
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if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK)))
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@ -250,7 +250,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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section = section_;
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sprite = nullptr;
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Sprite = nullptr;
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geoofs = di->geoofs;
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//
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@ -352,7 +352,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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if (texture && texture->isValid())
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{
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this->sprite = sprite;
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this->Sprite = sprite;
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sec = sector;
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shade = sprite->shade;
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palette = sprite->pal;
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@ -315,7 +315,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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if (!tex || !tex->isValid()) return;
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texture = tex;
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sprite = spr;
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Sprite = spr;
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modelframe = 0;
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dynlightindex = -1;
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@ -442,7 +442,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, sectortype* sector, bool rotate)
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{
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sprite = spr;
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Sprite = spr;
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auto sprext = &spriteext[spr->owner];
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texture = nullptr;
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@ -528,7 +528,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, se
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auto vp = di->Viewpoint;
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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PutSprite(di, spriteHasTranslucency(sprite));
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PutSprite(di, spriteHasTranslucency(Sprite));
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rendered_sprites++;
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return true;
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}
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@ -158,7 +158,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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SetLightAndFog(state, fade, palette, shade, visibility, alpha);
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state.SetMaterial(texture, UF_Texture, 0, (flags & (HWF_CLAMPX | HWF_CLAMPY)), TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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if (sprite == nullptr)
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if (Sprite == nullptr)
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{
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int h = (int)texture->GetDisplayHeight();
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int h2 = 1 << sizeToBits(h);
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@ -479,7 +479,8 @@ void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
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case PORTALTYPE_LINETOSPRITE:
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// These are also unique.
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portal = new HWLineToSpritePortal(&portalState, seg, &sprite[seg->portalnum]);
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assert(seg->portalnum >= 0 && seg->portalnum < MAXSPRITES);
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portal = new HWLineToSpritePortal(&portalState, seg, &::sprite[seg->portalnum]);
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di->Portals.Push(portal);
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portal->AddLine(this);
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break;
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@ -866,7 +867,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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this->seg = wal;
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this->frontsector = frontsector;
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this->backsector = backsector;
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sprite = nullptr;
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Sprite = nullptr;
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vertindex = 0;
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vertcount = 0;
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@ -1021,7 +1022,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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if (!tex || !tex->isValid()) return;
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seg = nullptr;
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sprite = spr;
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Sprite = spr;
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vec2_t pos[2];
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int sprz = spr->pos.z;
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@ -1053,7 +1054,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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SetSpriteTranslucency(Sprite, alpha, RenderStyle);
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int height, topofs;
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if (hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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@ -1122,5 +1123,5 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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std::swap(tcs[UPLFT], tcs[UPRGT]);
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}
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PutWall(di, spriteHasTranslucency(sprite));
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PutWall(di, spriteHasTranslucency(Sprite));
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}
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