mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Fixes the crossed slopes problem, fixed stuff rendering behind
parallaxed stuff. Tier Drops had those two problems. git-svn-id: https://svn.eduke32.com/eduke32@664 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
a598f36502
commit
697b640ea7
1 changed files with 60 additions and 36 deletions
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@ -715,39 +715,46 @@ void polymer_drawsector(short sectnum)
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}
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// floor
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if (!(sec->floorstat & 1))
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{
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bglBindTexture(GL_TEXTURE_2D, s->floorglpic);
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bglColor4f(s->floorcolor[0], s->floorcolor[1], s->floorcolor[2], s->floorcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->floorbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->floorbuffer[3]);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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if (sec->floorstat & 1)
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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if (s->floorfbglpic)
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{
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bglBindTexture(GL_TEXTURE_2D, s->floorfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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}
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bglBindTexture(GL_TEXTURE_2D, s->floorglpic);
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bglColor4f(s->floorcolor[0], s->floorcolor[1], s->floorcolor[2], s->floorcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->floorbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->floorbuffer[3]);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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if (s->floorfbglpic)
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{
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bglBindTexture(GL_TEXTURE_2D, s->floorfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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}
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if (sec->floorstat & 1)
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// ceiling
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if (!(sec->ceilingstat & 1))
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{
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bglBindTexture(GL_TEXTURE_2D, s->ceilglpic);
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bglColor4f(s->ceilcolor[0], s->ceilcolor[1], s->ceilcolor[2], s->ceilcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->ceilbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->ceilbuffer[3]);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->ceilindices);
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if (sec->ceilingstat & 1)
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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if (s->ceilfbglpic)
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{
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bglBindTexture(GL_TEXTURE_2D, s->ceilfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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}
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bglBindTexture(GL_TEXTURE_2D, s->ceilglpic);
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bglColor4f(s->ceilcolor[0], s->ceilcolor[1], s->ceilcolor[2], s->ceilcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), s->ceilbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &s->ceilbuffer[3]);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->ceilindices);
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if (s->ceilfbglpic)
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{
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bglBindTexture(GL_TEXTURE_2D, s->ceilfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawElements(GL_TRIANGLES, s->indicescount, GL_UNSIGNED_SHORT, s->floorindices);
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}
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if (sec->ceilingstat & 1)
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing sector %i...\n", sectnum);
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}
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@ -876,8 +883,9 @@ void polymer_updatewall(short wallnum)
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ns = prsectors[wal->nextsector];
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if (((s->floorbuffer[((wallnum - sec->wallptr) * 5) + 1] != ns->floorbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
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(s->floorbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->floorbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
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(s->floorbuffer[((wallnum - sec->wallptr) * 5) + 1] <= ns->floorbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]))
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(s->floorbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->floorbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
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((s->floorbuffer[((wallnum - sec->wallptr) * 5) + 1] <= ns->floorbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
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(s->floorbuffer[((wal->point2 - sec->wallptr) * 5) + 1] <= ns->floorbuffer[((nwallnum - nsec->wallptr) * 5) + 1])))
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{
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memcpy(w->wallbuffer, &s->floorbuffer[(wallnum - sec->wallptr) * 5], sizeof(GLfloat) * 3);
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memcpy(&w->wallbuffer[5], &s->floorbuffer[(wal->point2 - sec->wallptr) * 5], sizeof(GLfloat) * 3);
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@ -948,13 +956,15 @@ void polymer_updatewall(short wallnum)
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i++;
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}
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if (!((sec->floorstat & 1) && (nsec->floorstat & 1)))
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w->underover |= 1;
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w->underover |= 1;
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if ((sec->floorstat & 1) && (nsec->floorstat & 1))
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w->underover |= 4;
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}
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if (((s->ceilbuffer[((wallnum - sec->wallptr) * 5) + 1] != ns->ceilbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
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(s->ceilbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->ceilbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
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(s->ceilbuffer[((wallnum - sec->wallptr) * 5) + 1] >= ns->ceilbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]))
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(s->ceilbuffer[((wal->point2 - sec->wallptr) * 5) + 1] != ns->ceilbuffer[((nwallnum - nsec->wallptr) * 5) + 1])) &&
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((s->ceilbuffer[((wallnum - sec->wallptr) * 5) + 1] >= ns->ceilbuffer[((nnwallnum - nsec->wallptr) * 5) + 1]) ||
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(s->ceilbuffer[((wal->point2 - sec->wallptr) * 5) + 1] >= ns->ceilbuffer[((nwallnum - nsec->wallptr) * 5) + 1])))
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{
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if (w->overbuffer == NULL)
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w->overbuffer = calloc(4, sizeof(GLfloat) * 5);
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@ -1022,8 +1032,9 @@ void polymer_updatewall(short wallnum)
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i++;
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}
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if (!((sec->ceilingstat & 1) && (nsec->ceilingstat & 1)))
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w->underover |= 2;
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w->underover |= 2;
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if ((sec->ceilingstat & 1) && (nsec->ceilingstat & 1))
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w->underover |= 8;
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}
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}
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@ -1048,33 +1059,46 @@ void polymer_drawwall(short wallnum)
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if (w->underover & 1)
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{
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if (w->underover & 4)
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglBindTexture(GL_TEXTURE_2D, w->wallglpic);
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bglColor4f(w->wallcolor[0], w->wallcolor[1], w->wallcolor[2], w->wallcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), w->wallbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &w->wallbuffer[3]);
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bglDrawArrays(GL_QUADS, 0, 4);
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if (w->wallfbglpic)
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if ((w->wallfbglpic) && !(w->underover & 4))
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{
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bglBindTexture(GL_TEXTURE_2D, w->wallfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawArrays(GL_QUADS, 0, 4);
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}
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if (w->underover & 4)
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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if (w->underover & 2)
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{
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if (w->underover & 8)
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglBindTexture(GL_TEXTURE_2D, w->overglpic);
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bglColor4f(w->overcolor[0], w->overcolor[1], w->overcolor[2], w->overcolor[3]);
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bglVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), w->overbuffer);
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bglTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), &w->overbuffer[3]);
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bglDrawArrays(GL_QUADS, 0, 4);
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if (w->overfbglpic)
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if ((w->overfbglpic) && !(w->underover & 4))
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{
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bglBindTexture(GL_TEXTURE_2D, w->overfbglpic);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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bglDrawArrays(GL_QUADS, 0, 4);
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}
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if (w->underover & 8)
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bglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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if (pr_verbosity >= 3) OSD_Printf("PR : Finished drawing wall %i...\n", wallnum);
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