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- portal WIP
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parent
cecfbb76e8
commit
e884a418f8
9 changed files with 9 additions and 12 deletions
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@ -274,7 +274,7 @@ public:
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mSpecialEffect = EFF_NONE;
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mLightIndex = -1;
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mStreamData.uInterpolationFactor = 0;
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mRenderStyle = DefaultRenderStyle();
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mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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mMaterial.Reset();
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mBias.Reset();
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mPassType = NORMAL_PASS;
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@ -436,7 +436,7 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderBox(FRenderState& state, FTextureID texno, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
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void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
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{
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int faces;
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@ -85,6 +85,6 @@ public:
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void RenderRow(FRenderState& state, EDrawType prim, int row, bool apply = true);
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void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled);
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void RenderBox(FRenderState& state, FTextureID texno, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
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void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
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};
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@ -421,7 +421,6 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
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void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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{
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#if 0
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auto gp = static_cast<HWPortal *>(p);
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gp->SetupStencil(this, state, usestencil);
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auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
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@ -432,7 +431,6 @@ void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
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state.SetVertexBuffer(screen->mVertexData);
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screen->mViewpoints->Bind(state, vpIndex);
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gp->RemoveStencil(this, state, usestencil);
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#endif
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}
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//-----------------------------------------------------------------------------
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@ -170,7 +170,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.Draw(DT_Triangles, vertindex, vertcount);
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vertexcount += vertcount;
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if (translucent) state.SetRenderStyle(DefaultRenderStyle());
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if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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//state.SetObjectColor(0xffffffff);
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
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@ -20,11 +20,10 @@ enum
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struct HWSkyInfo
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{
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float x_offset;
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float y_offset; // doubleskies don't have a y-offset
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float y_offset;
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float y_scale;
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int shade;
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FGameTexture * texture;
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FTextureID skytexno1;
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PalEntry fadecolor;
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bool operator==(const HWSkyInfo & inf)
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@ -66,7 +66,7 @@ void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane,
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sky->y_offset = FixedToFloat(dapyoffs) + ypanning * (float)ti * (1.f / 256.f);
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sky->x_offset = xpanning / (1 << (realskybits - dapskybits));
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sky->fadecolor = FadeColor;
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sky->shade = plane == plane_ceiling ? sector->ceilingshade : sector->floorshade;
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sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->texture = skytex;
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}
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@ -54,7 +54,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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auto skybox = origin->texture ? dynamic_cast<FSkyBox*>(origin->texture->GetTexture()) : nullptr;
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if (skybox)
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{
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vertexBuffer->RenderBox(state, origin->skytexno1, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
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vertexBuffer->RenderBox(state, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
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}
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else
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{
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@ -870,7 +870,7 @@ void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
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// todo: transparency.
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DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
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RenderStyle = STYLE_Normal;
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RenderStyle = STYLE_Translucent;
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alpha = 1.f;
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}
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@ -928,7 +928,7 @@ void HWWall::Process(HWDrawInfo *di, walltype *wal, sectortype* frontsector, sec
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visibility = sectorVisibility(frontsector);
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alpha = 1.0f;
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RenderStyle = STYLE_Normal;
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RenderStyle = STYLE_Translucent;
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texture = NULL;
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/*
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