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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Do a depth only pass before actual rendering and only occlusion check for map boundary sectors.
git-svn-id: https://svn.eduke32.com/eduke32@1252 1a8010ca-5511-0410-912e-c29ae57300e0
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8d1da3e070
commit
68866d606e
2 changed files with 100 additions and 145 deletions
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@ -238,6 +238,7 @@ static void polymer_updatewall(int16_t wallnum);
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static void polymer_drawwall(int16_t sectnum, int16_t wallnum);
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// HSR
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static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, int32_t indicecount, GLfloat* plane, GLfloat* t, GLfloat* b, GLfloat* n);
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static GLfloat polymer_dotproduct(GLfloat* in_a, GLfloat* in_b);
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static void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
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static void polymer_transformpoint(float* inpos, float* pos, float* matrix);
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static void polymer_pokesector(int16_t sectnum);
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@ -370,6 +370,8 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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_prprograminfo prprograms[1 << PR_BIT_COUNT];
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int32_t overridematerial;
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// CONTROL
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GLfloat spritemodelview[16];
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GLfloat rootmodelviewmatrix[16];
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@ -432,6 +434,8 @@ int32_t polymer_init(void)
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memcpy(spriteplane.buffer, horizsprite, sizeof(GLfloat) * 4 * 5);
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}
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overridematerial = 0xFFFFFFFF;
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if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n");
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return (1);
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}
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@ -885,17 +889,15 @@ void polymer_addlight(_prlight light)
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// CORE
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static void polymer_displayrooms(int16_t dacursectnum)
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{
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sectortype *sec, *nextsec;
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walltype *wal, *nextwal;
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_prwall *w;
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int32_t i, j;
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sectortype *sec;
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int32_t i;
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GLint result;
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int16_t doquery;
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int32_t front;
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int32_t back;
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int32_t firstback;
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int16_t sectorqueue[MAXSECTORS];
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int16_t querydelay[MAXSECTORS];
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GLuint queryid[MAXSECTORS];
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GLuint queryid[MAXWALLS];
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int16_t drawingstate[MAXSECTORS];
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GLfloat localmodelviewmatrix[16];
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float frustum[5 * 4];
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@ -914,158 +916,120 @@ static void polymer_displayrooms(int16_t dacursectnum)
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polymer_extractfrustum(curmodelviewmatrix, projectionmatrix, frustum);
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memset(querydelay, 0, sizeof(int16_t) * MAXSECTORS);
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memset(queryid, 0, sizeof(GLuint) * MAXSECTORS);
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memset(queryid, 0, sizeof(GLuint) * MAXWALLS);
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memset(drawingstate, 0, sizeof(int16_t) * MAXSECTORS);
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front = 0;
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back = 0;
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localspritesortcnt = localmaskwallcnt = 0;
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polymer_pokesector(dacursectnum);
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polymer_drawsector(dacursectnum);
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polymer_scansprites(dacursectnum, localtsprite, &localspritesortcnt);
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back = 1;
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sectorqueue[0] = dacursectnum;
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drawingstate[dacursectnum] = 1;
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sec = §or[dacursectnum];
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wal = &wall[sec->wallptr];
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localspritesortcnt = localmaskwallcnt = 0;
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i = 0;
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while (i < sec->wallnum)
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{
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if (((wallvisible(sec->wallptr + i))) &&
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(polymer_portalinfrustum(sec->wallptr + i, frustum)))
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{
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if (mirrorfrom[depth] != (sec->wallptr + i))
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polymer_drawwall(dacursectnum, sec->wallptr + i);
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// mask
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if ((wal->cstat&48) == 16) localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
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if ((wal->nextsector != -1) &&
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(drawingstate[wal->nextsector] == 0))
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{
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sectorqueue[back++] = wal->nextsector;
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drawingstate[wal->nextsector] = 1;
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}
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}
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i++;
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wal = &wall[sec->wallptr + i];
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}
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mirrorfrom[depth] = -3;
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firstback = back;
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// depth-only occlusion testing pass
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overridematerial = 0;
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while (front != back)
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{
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if ((front >= firstback) && (pr_occlusionculling))
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{
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if (querydelay[sectorqueue[front]] == 0)
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{
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bglGetQueryObjectivARB(queryid[sectorqueue[front]],
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GL_QUERY_RESULT_ARB,
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&result);
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bglDeleteQueriesARB(1, &queryid[sectorqueue[front]]);
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if (!result)
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{
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front++;
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continue;
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}
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else
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querydelay[sectorqueue[front]] = pr_occlusionculling-1;
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}
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else if (querydelay[sectorqueue[front]] == -1)
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querydelay[sectorqueue[front]] = pr_occlusionculling-1;
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else if (querydelay[sectorqueue[front]])
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querydelay[sectorqueue[front]]--;
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}
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sec = §or[sectorqueue[front]];
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polymer_pokesector(sectorqueue[front]);
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polymer_drawsector(sectorqueue[front]);
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polymer_scansprites(sectorqueue[front], localtsprite, &localspritesortcnt);
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// scan sectors
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sec = §or[sectorqueue[front]];
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wal = &wall[sec->wallptr];
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doquery = 0;
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i = 0;
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while (i < sec->wallnum)
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{
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if ((wallvisible(sec->wallptr + i)) &&
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(polymer_portalinfrustum(sec->wallptr + i, frustum)))
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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// if we have a level boundary somewhere in the sector,
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// consider these walls as visportals
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if (wall[sec->wallptr + i].nextsector == -1)
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doquery = 1;
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i++;
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}
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i = 0;
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while (i < sec->wallnum)
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{
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if ((wall[sec->wallptr + i].nextsector != -1) &&
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(!drawingstate[wall[sec->wallptr + i].nextsector]) &&
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(wallvisible(sec->wallptr + i)) &&
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(polymer_portalinfrustum(sec->wallptr + i, frustum)))
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{
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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// mask
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if ((wal->cstat&48) == 16) localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
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if ((wal->nextsector != -1) &&
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(drawingstate[wal->nextsector] == 0))
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if (doquery)
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{
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polymer_pokesector(wal->nextsector);
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sectorqueue[back++] = wal->nextsector;
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drawingstate[wal->nextsector] = 1;
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglDepthMask(GL_FALSE);
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if (pr_occlusionculling && !querydelay[wal->nextsector])
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{
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nextsec = §or[wal->nextsector];
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nextwal = &wall[nextsec->wallptr];
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bglGenQueriesARB(1, &queryid[sec->wallptr + i]);
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bglBeginQueryARB(GL_SAMPLES_PASSED_ARB, queryid[sec->wallptr + i]);
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if ((nextsec->ceilingstat & 1) &&
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(nextsec->floorz == nextsec->ceilingz))
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{
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querydelay[wal->nextsector] = -1;
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i++;
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wal = &wall[sec->wallptr + i];
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continue;
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}
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polymer_drawplane(-1, -3, &prwalls[sec->wallptr + i]->mask, 0);
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bglDisable(GL_TEXTURE_2D);
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bglDisable(GL_FOG);
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglDepthMask(GL_FALSE);
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bglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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bglGenQueriesARB(1, &queryid[wal->nextsector]);
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bglBeginQueryARB(GL_SAMPLES_PASSED_ARB, queryid[wal->nextsector]);
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bglDepthMask(GL_TRUE);
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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} else
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queryid[sec->wallptr + i] = 1;
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}
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j = 0;
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while (j < nextsec->wallnum)
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{
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if ((nextwal->nextwall == (sec->wallptr + i)) ||
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((nextwal->nextwall != -1) &&
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(wallvisible(nextwal->nextwall)) &&
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(polymer_portalinfrustum(nextwal->nextwall, frustum))))
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{
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w = prwalls[nextwal->nextwall];
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i++;
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}
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if (pr_vbos > 0)
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{
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bglBindBufferARB(GL_ARRAY_BUFFER_ARB, w->stuffvbo);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), NULL);
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}
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else
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), w->bigportal);
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i = 0;
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while (i < sec->wallnum)
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{
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if ((queryid[sec->wallptr + i]) &&
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(!drawingstate[wall[sec->wallptr + i].nextsector]))
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{
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// REAP
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result = 0;
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if (doquery)
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{
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bglGetQueryObjectivARB(queryid[sec->wallptr + i],
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GL_QUERY_RESULT_ARB,
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&result);
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bglDeleteQueriesARB(1, &queryid[sec->wallptr + i]);
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}
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queryid[sec->wallptr + i] = 0;
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bglDrawArrays(GL_QUADS, 0, 4);
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if (pr_vbos > 0)
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bglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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}
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j++;
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nextwal = &wall[nextsec->wallptr + j];
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}
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bglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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bglDepthMask(GL_TRUE);
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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bglEnable(GL_FOG);
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bglEnable(GL_TEXTURE_2D);
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}
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if (result || !doquery)
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{
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sectorqueue[back++] = wall[sec->wallptr + i].nextsector;
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drawingstate[wall[sec->wallptr + i].nextsector] = 1;
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}
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}
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i++;
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wal = &wall[sec->wallptr + i];
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}
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front++;
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}
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// do the actual shaded drawing
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overridematerial = 0xFFFFFFFF;
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// go through the sector queue again
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front = 0;
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while (front < back)
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{
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sec = §or[sectorqueue[front]];
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polymer_drawsector(sectorqueue[front]);
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i = 0;
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while (i < sec->wallnum)
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{
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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i++;
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}
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front++;
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}
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@ -1074,22 +1038,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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maskwallcnt = localmaskwallcnt;
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memcpy(maskwall, localmaskwall, sizeof(int16_t) * MAXWALLSB);
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if (depth)
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{
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cosglobalang = sintable[(viewangle+512)&2047];
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singlobalang = sintable[viewangle&2047];
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cosviewingrangeglobalang = mulscale16(cosglobalang,viewingrange);
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sinviewingrangeglobalang = mulscale16(singlobalang,viewingrange);
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display_mirror = 1;
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polymer_animatesprites();
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display_mirror = 0;
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bglDisable(GL_CULL_FACE);
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drawmasks();
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bglEnable(GL_CULL_FACE);
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bglEnable(GL_BLEND);
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}
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return;
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}
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#define OMGDRAWSHITVBO \
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@ -3034,8 +2983,7 @@ static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int
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int32_t programbits;
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int32_t texunit;
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programbits = prprogrambits[PR_BIT_HEADER].bit;
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programbits |= prprogrambits[PR_BIT_FOOTER].bit;
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programbits = 0;
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// --------- bit validation
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@ -3070,6 +3018,12 @@ static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int
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if (lightcount)
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programbits |= prprogrambits[PR_BIT_POINT_LIGHT].bit;
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// material override
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programbits &= overridematerial;
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programbits |= prprogrambits[PR_BIT_HEADER].bit;
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programbits |= prprogrambits[PR_BIT_FOOTER].bit;
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// --------- program compiling
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if (!prprograms[programbits].handle)
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polymer_compileprogram(programbits);
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