mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- started adding the draw list code from GZDoom.
This commit is contained in:
parent
0f28069f96
commit
e9dd1c104b
10 changed files with 540 additions and 25 deletions
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@ -1074,6 +1074,7 @@ set (PCH_SOURCES
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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/render.cpp
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core/rendering/scene/hw_drawlistadd.cpp
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core/console/c_notifybuffer.cpp
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core/console/d_event.cpp
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@ -30,6 +30,7 @@
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#include "printf.h"
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#include "gamecontrol.h"
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#include "render.h"
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#include "gamefuncs.h"
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#ifdef USE_OPENGL
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# include "mdsprite.h"
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@ -1137,7 +1138,7 @@ void renderDrawMasks(void)
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{
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const int32_t xs = tspriteptr[i]->x-globalposx, ys = tspriteptr[i]->y-globalposy;
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const int32_t yp = DMulScale(xs,cosviewingrangeglobalang,ys,sinviewingrangeglobalang, 6);
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const int32_t modelp = Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[i]);
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const int32_t modelp = spriteIsModelOrVoxel(tspriteptr[i]);
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if (yp > (4<<8))
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{
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@ -1201,10 +1202,10 @@ killsprite:
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int32_t pcstat = tspriteptr[i]->cstat & 48;
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int32_t pangle = tspriteptr[i]->ang;
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int j = i + 1;
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if (!Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[i]))
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if (!spriteIsModelOrVoxel(tspriteptr[i]))
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{
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while (j < numSprites && py == spritesxyz[j].y && pcstat == (tspriteptr[j]->cstat & 48) && (pcstat != 16 || pangle == tspriteptr[j]->ang)
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&& !Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[j]))
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&& !spriteIsModelOrVoxel(tspriteptr[j]))
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{
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j++;
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}
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@ -233,25 +233,6 @@ int32_t polymost_spriteHasTranslucency(tspritetype const * const tspr)
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return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
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}
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int32_t polymost_spriteIsModelOrVoxel(tspritetype const * const tspr)
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{
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if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags&SPREXT_NOTMD)
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return false;
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if (hw_models && tile2model[Ptile2tile(tspr->picnum, tspr->pal)].modelid >= 0 &&
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tile2model[Ptile2tile(tspr->picnum, tspr->pal)].framenum >= 0)
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return true;
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if (r_voxels && (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) != CSTAT_SPRITE_ALIGNMENT_SLAB && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]])
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return true;
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if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB && voxmodels[tspr->picnum])
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return true;
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return false;
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}
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static void polymost_updaterotmat(void)
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{
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//Up/down rotation
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@ -9,7 +9,6 @@
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class FRenderState;
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struct secplane_t;
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struct subsector_t;
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struct FFlatVertex
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{
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@ -45,7 +45,6 @@
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#include "hw_shadowmap.h"
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struct sector_t;
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struct FPortalSceneState;
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class FSkyVertexBuffer;
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class IIndexBuffer;
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@ -146,3 +146,26 @@ bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnu
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return true;
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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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bool spriteIsModelOrVoxel(const spritetype * tspr)
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{
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if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags & SPREXT_NOTMD)
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return false;
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if (hw_models)
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{
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auto& mdinfo = tile2model[Ptile2tile(tspr->picnum, tspr->pal)];
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if (mdinfo.modelid >= 0 && mdinfo.framenum >= 0) return true;
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}
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auto slabalign = (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB;
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if (r_voxels && !slabalign && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]]) return true;
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return (slabalign && voxmodels[tspr->picnum]);
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}
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@ -7,3 +7,4 @@
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extern int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
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bool spriteIsModelOrVoxel(const spritetype* tspr);
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222
source/core/rendering/scene/hw_drawinfo.h
Normal file
222
source/core/rendering/scene/hw_drawinfo.h
Normal file
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@ -0,0 +1,222 @@
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#pragma once
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#include <atomic>
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#include <functional>
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#include "vectors.h"
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#include "hw_viewpointuniforms.h"
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#include "v_video.h"
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#include "hw_drawlist.h"
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enum EDrawMode
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{
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DM_MAINVIEW,
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DM_OFFSCREEN,
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DM_PORTAL,
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DM_SKYPORTAL
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};
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struct FSectorPortalGroup;
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struct FLinePortalSpan;
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struct FFlatVertex;
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class HWWall;
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class HWFlat;
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class HWSprite;
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struct HWDecal;
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class IShadowMap;
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struct FDynLightData;
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struct HUDSprite;
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class Clipper;
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class HWPortal;
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class FFlatVertexBuffer;
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class IRenderQueue;
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class HWScenePortalBase;
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class FRenderState;
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//==========================================================================
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//
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// these are used to link faked planes due to missing textures to a sector
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//
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//==========================================================================
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enum SectorRenderFlags
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{
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// This is used to merge several subsectors into a single draw item
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SSRF_RENDERFLOOR = 1,
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SSRF_RENDERCEILING = 2,
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SSRF_RENDERALL = 7,
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SSRF_PROCESSED = 8,
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SSRF_SEEN = 16,
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};
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enum EPortalClip
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{
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PClip_InFront,
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PClip_Inside,
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PClip_Behind,
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};
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enum DrawListType
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{
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GLDL_PLAINWALLS,
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GLDL_PLAINFLATS,
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GLDL_MASKEDWALLS,
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GLDL_MASKEDFLATS,
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GLDL_MASKEDWALLSOFS,
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GLDL_MODELS,
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GLDL_TRANSLUCENT,
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GLDL_TRANSLUCENTBORDER,
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GLDL_TYPES,
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};
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struct HWDrawInfo
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{
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struct wallseg
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{
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float x1, y1, z1, x2, y2, z2;
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};
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HWDrawList drawlists[GLDL_TYPES];
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int vpIndex;
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//ELightMode lightmode;
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FLevelLocals *Level;
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HWDrawInfo * outer = nullptr;
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int FullbrightFlags;
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std::atomic<int> spriteindex;
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HWPortal *mClipPortal;
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HWPortal *mCurrentPortal;
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//FRotator mAngles;
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Clipper *mClipper;
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//FRenderViewpoint Viewpoint;
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HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
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TArray<HWPortal *> Portals;
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TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
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TArray<HUDSprite> hudsprites; // These may just be stored by value.
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TArray<sectortype *> HandledSubsectors;
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TArray<uint8_t> sector_renderflags;
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// This is needed by the BSP traverser.
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BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
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fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
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bool multithread;
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private:
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// For ProcessLowerMiniseg
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bool inview;
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// sectortype * viewsubsector;
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// sectortype *currentsubsector; // used by the line processing code.
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sectortype *currentsector;
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void WorkerThread();
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void UnclipSubsector(sectortype *sub);
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void AddLine(walltype *seg, bool portalclip);
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void AddLines(sectortype* sector);
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void AddSpecialPortalLines(sectortype * sector, walltype* line);
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public:
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//void RenderThings(sectortype * sub, sectortype * sector);
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//void RenderParticles(sectortype *sub, sectortype *front);
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void SetColor(FRenderState &state, int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
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void SetFog(FRenderState &state, int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
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void SetShaderLight(FRenderState &state, float level, float olight);
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int CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
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PalEntry CalcLightColor(int light, PalEntry pe, int blendfactor);
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float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
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bool CheckFog(sectortype *frontsector, sectortype *backsector);
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public:
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void SetCameraPos(const DVector3 &pos)
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{
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VPUniforms.mCameraPos = { (float)pos.X, (float)pos.Z, (float)pos.Y, 0.f };
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}
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void SetClipHeight(float h, float d)
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{
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VPUniforms.mClipHeight = h;
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VPUniforms.mClipHeightDirection = d;
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VPUniforms.mClipLine.X = -1000001.f;
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}
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void SetClipLine(walltype *line)
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{
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//VPUniforms.mClipLine = { (float)line->v1->fX(), (float)line->v1->fY(), (float)line->Delta().X, (float)line->Delta().Y };
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VPUniforms.mClipHeight = 0;
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}
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HWPortal * FindPortal(const void * src);
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//static HWDrawInfo *StartDrawInfo(FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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//void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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void ClearBuffers();
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HWDrawInfo *EndDrawInfo();
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void DrawScene(int drawmode);
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void CreateScene(bool drawpsprites);
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void RenderScene(FRenderState &state);
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void RenderTranslucent(FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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void EndDrawScene(sectortype * viewsector, FRenderState &state);
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void DrawEndScene2D(sectortype * viewsector, FRenderState &state);
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void Set3DViewport(FRenderState &state);
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void ProcessScene(bool toscreen);
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//void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
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//void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
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void UpdateCurrentMapSection();
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
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angle_t FrustumAngle();
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void DrawDecals(FRenderState &state, TArray<HWDecal *> &decals);
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void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
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//void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub);
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void AddWall(HWWall *w);
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void AddMirrorSurface(HWWall *w);
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void AddFlat(HWFlat *flat);
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void AddSprite(HWSprite *sprite, bool translucent);
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HWDecal *AddDecal(bool onmirror);
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bool isSoftwareLighting() const
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{
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return true;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;
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}
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bool isBuildSoftwareLighting() const
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{
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return true;// lightmode == ELightMode::Build;
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}
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bool isDoomSoftwareLighting() const
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{
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return false;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware;
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}
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bool isDarkLightMode() const
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{
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return false;// lightmode == ELightMode::Doom || lightmode == ELightMode::DoomDark;
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}
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void SetFallbackLightMode()
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{
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//lightmode = ELightMode::Doom;
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}
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};
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void CleanSWDrawer();
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//sectortype* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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//void WriteSavePic(player_t* player, FileWriter* file, int width, int height);
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//sectortype* RenderView(player_t* player);
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122
source/core/rendering/scene/hw_drawlist.h
Normal file
122
source/core/rendering/scene/hw_drawlist.h
Normal file
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@ -0,0 +1,122 @@
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#pragma once
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#include "memarena.h"
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extern FMemArena RenderDataAllocator;
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void ResetRenderDataAllocator();
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struct HWDrawInfo;
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class HWWall;
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class HWFlat;
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class HWSprite;
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class FRenderState;
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//==========================================================================
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//
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// Intermediate struct to link one draw item into a draw list
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//
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// unfortunately this struct must not contain pointers because
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// the arrays may be reallocated!
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//
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//==========================================================================
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enum HWDrawItemType
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{
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DrawType_WALL,
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DrawType_FLAT,
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DrawType_SPRITE,
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};
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struct HWDrawItem
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{
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HWDrawItemType rendertype;
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int index;
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HWDrawItem(HWDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
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};
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struct SortNode
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{
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int itemindex;
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SortNode * parent;
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SortNode * next; // unsorted successor
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SortNode * left; // left side of this node
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SortNode * equal; // equal to this node
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SortNode * right; // right side of this node
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void UnlinkFromChain();
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void Link(SortNode * hook);
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void AddToEqual(SortNode * newnode);
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void AddToLeft (SortNode * newnode);
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void AddToRight(SortNode * newnode);
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};
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//==========================================================================
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//
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// One draw list. This contains all info for one type of rendering data
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//
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//==========================================================================
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struct HWDrawList
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{
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//private:
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TArray<HWWall*> walls;
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TArray<HWFlat*> flats;
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TArray<HWSprite*> sprites;
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TArray<HWDrawItem> drawitems;
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int SortNodeStart;
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float SortZ;
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SortNode * sorted;
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bool reverseSort;
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public:
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HWDrawList()
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{
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next=NULL;
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SortNodeStart=-1;
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sorted=NULL;
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}
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~HWDrawList()
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{
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Reset();
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}
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unsigned int Size()
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{
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return drawitems.Size();
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}
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HWWall *NewWall();
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HWFlat *NewFlat();
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HWSprite *NewSprite();
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void Reset();
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void SortWalls();
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void SortFlats();
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void MakeSortList();
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SortNode * FindSortPlane(SortNode * head);
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SortNode * FindSortWall(SortNode * head);
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void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
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void SortWallIntoPlane(SortNode * head,SortNode * sort);
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void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
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void SortWallIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort);
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void SortSpriteIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort);
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int CompareSprites(SortNode * a,SortNode * b);
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SortNode * SortSpriteList(SortNode * head);
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SortNode * DoSort(HWDrawInfo *di, SortNode * head);
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void Sort(HWDrawInfo *di);
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void DoDraw(HWDrawInfo *di, FRenderState &state, bool translucent, int i);
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void Draw(HWDrawInfo *di, FRenderState &state, bool translucent);
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void DrawWalls(HWDrawInfo *di, FRenderState &state, bool translucent);
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void DrawFlats(HWDrawInfo *di, FRenderState &state, bool translucent);
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void DrawSorted(HWDrawInfo *di, FRenderState &state, SortNode * head);
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void DrawSorted(HWDrawInfo *di, FRenderState &state);
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HWDrawList * next;
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} ;
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166
source/core/rendering/scene/hw_drawlistadd.cpp
Normal file
166
source/core/rendering/scene/hw_drawlistadd.cpp
Normal file
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@ -0,0 +1,166 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2000-2016 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#include "hw_dynlightdata.h"
|
||||
#include "hw_cvars.h"
|
||||
#include "hw_lightbuffer.h"
|
||||
#include "hw_drawstructs.h"
|
||||
#include "hw_drawinfo.h"
|
||||
#include "hw_material.h"
|
||||
#include "build.h"
|
||||
#include "polymost.h"
|
||||
#include "gamefuncs.h"
|
||||
|
||||
EXTERN_CVAR(Bool, gl_seamless)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWDrawInfo::AddWall(HWWall *wall)
|
||||
{
|
||||
#if 0
|
||||
if (wall->flags & HWWall::HWF_TRANSLUCENT)
|
||||
{
|
||||
auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
|
||||
*newwall = *wall;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool masked = HWWall::passflag[wall->type] == 1 ? false : (wall->texture && wall->texture->isMasked());
|
||||
int list;
|
||||
|
||||
if (wall->flags & HWWall::HWF_SKYHACK && wall->type == RENDERWALL_M2S)
|
||||
{
|
||||
list = GLDL_MASKEDWALLSOFS;
|
||||
}
|
||||
else
|
||||
{
|
||||
list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
|
||||
}
|
||||
auto newwall = drawlists[list].NewWall();
|
||||
*newwall = *wall;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWDrawInfo::AddMirrorSurface(HWWall *w)
|
||||
{
|
||||
#if 0
|
||||
w->type = RENDERWALL_MIRRORSURFACE;
|
||||
auto newwall = drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
|
||||
*newwall = *w;
|
||||
|
||||
// Invalidate vertices to allow setting of texture coordinates
|
||||
newwall->vertcount = 0;
|
||||
|
||||
FVector3 v = newwall->glseg.Normal();
|
||||
auto tcs = newwall->tcs;
|
||||
tcs[HWWall::LOLFT].u = tcs[HWWall::LORGT].u = tcs[HWWall::UPLFT].u = tcs[HWWall::UPRGT].u = v.X;
|
||||
tcs[HWWall::LOLFT].v = tcs[HWWall::LORGT].v = tcs[HWWall::UPLFT].v = tcs[HWWall::UPRGT].v = v.Z;
|
||||
newwall->MakeVertices(this, false);
|
||||
|
||||
#if 0
|
||||
bool hasDecals = newwall->seg->sidedef && newwall->seg->sidedef->AttachedDecals;
|
||||
if (hasDecals && Level->HasDynamicLights && !isFullbrightScene())
|
||||
{
|
||||
newwall->SetupLights(this, lightdata);
|
||||
}
|
||||
newwall->ProcessDecals(this);
|
||||
#endif
|
||||
newwall->dynlightindex = -1; // the environment map should not be affected by lights - only the decals.
|
||||
#endif
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FDrawInfo::AddFlat
|
||||
//
|
||||
// Checks texture, lighting and translucency settings and puts this
|
||||
// plane in the appropriate render list.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWDrawInfo::AddFlat(HWFlat *flat)
|
||||
{
|
||||
#if 0
|
||||
int list;
|
||||
|
||||
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || flat->texture == nullptr)
|
||||
{
|
||||
// translucent portals go into the translucent border list.
|
||||
list = GLDL_TRANSLUCENTBORDER;
|
||||
}
|
||||
else if (flat->texture->GetTranslucency())
|
||||
{
|
||||
if (flat->stack)
|
||||
{
|
||||
list = GLDL_TRANSLUCENTBORDER;
|
||||
}
|
||||
else
|
||||
{
|
||||
list = GLDL_PLAINFLATS;
|
||||
}
|
||||
}
|
||||
else //if (flat->hacktype != SSRF_FLOODHACK) // The flood hack may later need different treatment but with the current setup can go into the existing render list.
|
||||
{
|
||||
bool masked = flat->texture->isMasked() && flat->stack;
|
||||
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
|
||||
}
|
||||
auto newflat = drawlists[list].NewFlat();
|
||||
*newflat = *flat;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawInfo::AddSprite(HWSprite *sprite, bool translucent)
|
||||
{
|
||||
#if 0
|
||||
int list;
|
||||
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
|
||||
if (translucent || ( (!spriteIsModelOrVoxel(sprite->actor) && !(sprite->actor->cstat & CSTAT_SPRITE_ALIGNMENT_MASK))))
|
||||
{
|
||||
list = GLDL_TRANSLUCENT;
|
||||
}
|
||||
else
|
||||
{
|
||||
list = GLDL_MODELS;
|
||||
}
|
||||
|
||||
auto newsprt = drawlists[list].NewSprite();
|
||||
*newsprt = *sprite;
|
||||
#endif
|
||||
}
|
||||
|
Loading…
Reference in a new issue