mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- flat rendering WIP.
Still buggy triangulation and no texture alignment, but it renders something.
This commit is contained in:
parent
0579368626
commit
7dd5b508c8
9 changed files with 461 additions and 31 deletions
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@ -1074,6 +1074,7 @@ set (PCH_SOURCES
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core/rendering/hw_entrypoint.cpp
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core/rendering/scene/hw_clipper.cpp
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core/rendering/scene/hw_walls.cpp
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core/rendering/scene/hw_flats.cpp
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core/rendering/scene/hw_drawlistadd.cpp
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core/rendering/scene/hw_drawlist.cpp
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core/rendering/scene/hw_drawinfo.cpp
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@ -201,3 +201,24 @@ void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* pceilz, float*
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if (pflorz) *pflorz = florz * -(1.f / 256.f);
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}
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// variant that allows to pass precalculated info for the first line in. For cases where multiple points in a sector need to be checked.
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void PlanesAtPoint(usectorptr_t sec, PlaneParam *pp, float dax, float day, float* pceilz, float* pflorz)
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{
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float ceilz = float(sec->ceilingz);
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float florz = float(sec->floorz);
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if (((sec->ceilingstat | sec->floorstat) & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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if (pp->length != 0)
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{
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auto wal = &wall[sec->wallptr];
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float const j = (pp->dx * (day - wal->y) - pp->dy * (dax - wal->x)) * (1.f / 8.f);
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if (sec->ceilingstat & CSTAT_SECTOR_SLOPE) ceilz += (sec->ceilingheinum * j) / pp->length;
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if (sec->floorstat & CSTAT_SECTOR_SLOPE) florz += (sec->floorheinum * j) / pp->length;
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}
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}
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// Scale to render coordinates.
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if (pceilz) *pceilz = ceilz * -(1.f / 256.f);
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if (pflorz) *pflorz = florz * -(1.f / 256.f);
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}
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@ -10,6 +10,14 @@ bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnu
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bool spriteIsModelOrVoxel(const spritetype* tspr);
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void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* ceilz, float* florz);
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struct PlaneParam
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{
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float dx, dy;
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int length;
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};
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void PlanesAtPoint(usectorptr_t sec, PlaneParam* pp, float dax, float day, float* ceilz, float* florz);
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// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
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// The render code should NOT use Build coordinates for anything!
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@ -2,7 +2,7 @@
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** hw_bunchdrawer.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2008-2921 Christoph Oelckers
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** Copyright 2008-2021 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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@ -426,12 +426,10 @@ void BunchDrawer::ProcessSector(int sectnum)
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bool inbunch;
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angle_t startangle;
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//if (sect->validcount == StartTime) return;
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//sect->validcount = StartTime;
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#if 0//ndef BUILD_TEST
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DoSector(sectnum, false);
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#endif
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SetupFlat.Clock();
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HWFlat flat;
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flat.ProcessSector(di, §or[sectnum]);
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SetupFlat.Unclock();
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//Todo: process subsectors
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inbunch = false;
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@ -250,7 +250,7 @@ void HWDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
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if (fh->z==fs->z)
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head->AddToEqual(sort);
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else if ( (fh->z<fs->z && fh->ceiling) || (fh->z>fs->z && !fh->ceiling))
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else if ( (fh->z<fs->z && fh->plane) || (fh->z>fs->z && !fh->plane))
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head->AddToLeft(sort);
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else
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head->AddToRight(sort);
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@ -108,21 +108,23 @@ void HWDrawInfo::AddMirrorSurface(HWWall *w)
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void HWDrawInfo::AddFlat(HWFlat *flat)
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{
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#if 0
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int list;
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int list = GLDL_PLAINFLATS;
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if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || flat->texture == nullptr)
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#if 0
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if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON)
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{
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// translucent portals go into the translucent border list.
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list = GLDL_TRANSLUCENTBORDER;
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}
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else if (flat->texture->GetTranslucency())
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{
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/*
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if (flat->stack)
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{
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list = GLDL_TRANSLUCENTBORDER;
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}
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else
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*/
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{
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list = GLDL_PLAINFLATS;
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}
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@ -132,9 +134,9 @@ void HWDrawInfo::AddFlat(HWFlat *flat)
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bool masked = flat->texture->isMasked() && flat->stack;
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list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
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}
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#endif
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auto newflat = drawlists[list].NewFlat();
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*newflat = *flat;
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#endif
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}
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@ -8,6 +8,7 @@
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#include "textures.h"
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#include "fcolormap.h"
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#include "build.h"
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#include "gamefuncs.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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@ -252,36 +253,33 @@ public:
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class HWFlat
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{
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public:
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sectortype * sector;
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sectortype * sec;
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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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FColormap Colormap; // light and fog
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PalEntry FlatColor;
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PalEntry AddColor;
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ERenderStyle renderstyle;
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PalEntry fade;
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int shade, palette, visibility;
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float alpha;
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HWSectorPlane plane;
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int lightlevel;
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bool stack;
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bool ceiling;
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uint8_t renderflags;
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uint8_t hacktype;
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int iboindex;
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//int vboheight;
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int plane;
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int vertindex, vertcount; // this should later use a static vertex buffer, but that'd hinder the development phase, so for now vertex data gets created on the fly.
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void MakeVertices();
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int dynlightindex;
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void CreateSkyboxVertices(FFlatVertex *buffer);
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//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
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void PutFlat(HWDrawInfo *di, bool fog = false);
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void Process(HWDrawInfo *di, sectortype * model, int whichplane, bool notexture);
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void PutFlat(HWDrawInfo* di, int whichplane);
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void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
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void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
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void DrawFlat(HWDrawInfo* di, FRenderState& state, bool translucent) {}
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void DrawFlat(HWDrawInfo* di, FRenderState& state, bool translucent);
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};
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//==========================================================================
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@ -388,3 +386,11 @@ struct FDynLightData;
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struct FDynamicLight;
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bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
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void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
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inline float sectorVisibility(sectortype* sec)
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{
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// Beware of wraparound madness...
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int v = sec->visibility;
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return v ? ((uint8_t)(v + 16)) / 16.f : 1.f;
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}
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401
source/core/rendering/scene/hw_flats.cpp
Normal file
401
source/core/rendering/scene/hw_flats.cpp
Normal file
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@ -0,0 +1,401 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_flat.cpp
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** Flat processing
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**
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*/
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#include "matrix.h"
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#include "hw_dynlightdata.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "hw_material.h"
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#include "hw_drawinfo.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_drawstructs.h"
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#include "hw_renderstate.h"
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#include "texturemanager.h"
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#include "earcut.hpp"
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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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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#if 0
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void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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FDynamicLight * light = node->lightsource;
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if (!light->IsActive())
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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_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light->Pos);
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if ((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.Normal(), plane.plane.fD());
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draw_dlightf += GetLight(lightdata, portalgroup, p, light, false);
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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#endif
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//==========================================================================
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//
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// CalcPlane fixme - this should be stored in the sector, not be recalculated each frame.
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//
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//==========================================================================
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static FVector3 CalcNormal(sectortype* sector, int plane)
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{
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FVector3 pt[3];
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auto wal = &wall[sector->wallptr];
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auto wal2 = &wall[wal->point2];
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pt[0] = { (float)WallStartX(wal), (float)WallStartY(wal), 0 };
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pt[1] = { (float)WallEndX(wal), (float)WallEndY(wal), 0 };
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PlanesAtPoint(sector, wal->x, wal->y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Z);
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PlanesAtPoint(sector, wal2->x, wal2->y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Z);
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if (pt[0].X == pt[1].X)
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{
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if (pt[0].Y == pt[1].Y) return { 0.f, 0.f, plane ? -1.f : 1.f };
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pt[2].X = pt[0].X + 4;
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pt[2].Y = pt[0].Y;
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}
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else
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{
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pt[2].X = pt[0].X;
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pt[2].Y = pt[0].Y + 4;
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}
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PlanesAtPoint(sector, pt[2].X * 16, pt[2].Y * 16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Z);
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auto normal = (pt[2] - pt[0]) ^ (pt[1] - pt[0]);
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if ((pt[2].Z < 0 && !plane) || (pt[2].Z > 0 && plane)) return -pt[2];
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return pt[2];
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}
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//==========================================================================
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//
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// this should be buffered later.
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//
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//==========================================================================
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void HWFlat::MakeVertices()
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{
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int numvertices = sec->wallnum;
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TArray<FVector3> points(numvertices, true);
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using Point = std::pair<float, float>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point>* curPoly;
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polygon.resize(1);
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curPoly = &polygon.back();
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for (int i = 0; i < numvertices; i++)
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{
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auto wal = &wall[sec->wallptr + i];
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float X = WallStartX(wal);
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float Y = WallStartY(wal);
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curPoly->push_back(std::make_pair(X, Y));
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if (wal->point2 != sec->wallptr+i+1 && i < numvertices - 1)
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{
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polygon.resize(polygon.size() + 1);
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curPoly = &polygon.back();
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}
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}
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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int outer = 0;
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float minx = FLT_MAX;
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float miny = FLT_MAX;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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if (pt.first < minx || (pt.first == minx && pt.second < miny))
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{
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minx = pt.first;
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miny = pt.second;
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outer = a;
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}
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}
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}
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if (outer != 0) std::swap(polygon[0], polygon[outer]);
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auto indices = mapbox::earcut(polygon);
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int p = 0;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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float planez;
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PlanesAtPoint(sec, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
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FVector3 point = { pt.first, pt.second, planez };
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points[p++] = point;
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}
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}
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auto ret = screen->mVertexData->AllocVertices(indices.size());
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auto vp = ret.first;
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for (auto i : indices)
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{
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auto& pt = points[indices[i]];
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vp->SetVertex(pt.X, pt.Z, pt.Y);
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vp->SetTexCoord(pt.X / 64.f, pt.Y / 64.f); // todo: align
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vp++;
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}
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vertindex = ret.second;
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vertcount = indices.size();
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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 HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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if (screen->BuffersArePersistent())
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{
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MakeVertices();
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}
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#ifdef _DEBUG
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if (sec - sector == 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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state.SetNormal(CalcNormal(sector, plane));
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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auto ShadeDiv = lookups.tables[palette].ShadeFactor;
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// Disable brightmaps if non-black fog is used.
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if (ShadeDiv >= 1 / 1000.f && foggy)
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{
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state.EnableFog(1);
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float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
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state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density);
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state.SetSoftLightLevel(255);
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state.SetLightParms(128.f, 1 / 1000.f);
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}
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else
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{
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state.EnableFog(0);
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state.SetFog(0, 0);
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state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
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state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
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}
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// The shade rgb from the tint is ignored here.
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state.SetColor(PalEntry(255, globalr, globalg, globalb));
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if (translucent)
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{
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state.SetRenderStyle(renderstyle);
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if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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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, CLAMP_NONE, 0, -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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vertexcount += vertcount;
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state.EnableTextureMatrix(false);
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state.SetRenderStyle(DefaultRenderStyle());
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//state.SetObjectColor(0xffffffff);
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// HWFlat::PutFlat
|
||||
//
|
||||
// submit to the renderer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
|
||||
{
|
||||
if (!screen->BuffersArePersistent()) // should be made static buffer content later (when the logic is working)
|
||||
{
|
||||
#if 0
|
||||
if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK)))
|
||||
{
|
||||
SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
|
||||
}
|
||||
#endif
|
||||
MakeVertices();
|
||||
}
|
||||
plane = whichplane;
|
||||
di->AddFlat(this);
|
||||
rendered_flats++;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Process a sector's flats for rendering
|
||||
// This function is only called once per sector.
|
||||
// Subsequent subsectors are just quickly added to the ss_renderflags array
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if (frontsector - sector == gl_breaksec)
|
||||
{
|
||||
int a = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
dynlightindex = -1;
|
||||
|
||||
const auto &vp = di->Viewpoint;
|
||||
|
||||
float florz, ceilz;
|
||||
PlanesAtPoint(frontsector, vp.Pos.X, vp.Pos.Y, &ceilz, &florz);
|
||||
|
||||
fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
|
||||
visibility = sectorVisibility(frontsector);
|
||||
sec = frontsector;
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// do floors
|
||||
//
|
||||
//
|
||||
//
|
||||
if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z)
|
||||
{
|
||||
// process the original floor first.
|
||||
|
||||
shade = frontsector->floorshade;
|
||||
palette = frontsector->floorpal;
|
||||
|
||||
//port = frontsector->ValidatePortal(sector_t::floor);
|
||||
#if 0
|
||||
if ((stack = (port != NULL)))
|
||||
{
|
||||
alpha = frontsector->GetAlpha(sector_t::floor);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
alpha = 1.0f;
|
||||
|
||||
if (alpha != 0.f)
|
||||
{
|
||||
int tilenum = frontsector->floorpicnum;
|
||||
tileUpdatePicnum(&tilenum, tilenum, 0);
|
||||
texture = tileGetTexture(tilenum);
|
||||
if (texture && texture->isValid())
|
||||
{
|
||||
//iboindex = frontsector->iboindex[sector_t::floor];
|
||||
renderstyle = STYLE_Translucent;
|
||||
PutFlat(di, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
// do ceilings
|
||||
//
|
||||
//
|
||||
//
|
||||
if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z)
|
||||
{
|
||||
// process the original ceiling first.
|
||||
|
||||
shade = frontsector->ceilingshade;
|
||||
palette = frontsector->ceilingpal;
|
||||
|
||||
|
||||
/*
|
||||
port = frontsector->ValidatePortal(sector_t::ceiling);
|
||||
if ((stack = (port != NULL)))
|
||||
{
|
||||
alpha = frontsector->GetAlpha(sector_t::ceiling);
|
||||
}
|
||||
else*/
|
||||
alpha = 1.0f;
|
||||
|
||||
if (alpha != 0.f)
|
||||
{
|
||||
//iboindex = frontsector->iboindex[sector_t::ceiling];
|
||||
|
||||
int tilenum = frontsector->ceilingpicnum;
|
||||
tileUpdatePicnum(&tilenum, tilenum, 0);
|
||||
texture = tileGetTexture(tilenum);
|
||||
if (texture && texture->isValid())
|
||||
{
|
||||
//iboindex = frontsector->iboindex[sector_t::floor];
|
||||
renderstyle = STYLE_Translucent;
|
||||
PutFlat(di, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -626,13 +626,6 @@ bool HWWall::DoHorizon(HWDrawInfo* di, walltype* seg, sectortype* fs, DVector2&
|
|||
return true;
|
||||
}
|
||||
|
||||
static float sectorVisibility(sectortype *sec)
|
||||
{
|
||||
// Beware of wraparound madness...
|
||||
int v = sec->visibility;
|
||||
return v ? ((uint8_t)(v + 16)) / 16.f : 1.f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Build math sucks. This would be easier if NPOT was handled properly.
|
||||
|
|
Loading…
Reference in a new issue