//========================================================================== // // Sets up a new drawinfo struct // //========================================================================== void GLDrawInfo::StartDrawInfo(GLDrawInfo * di) { if (!di) { di=di_list.GetNew(); di->temporary=true; } di->StartScene(); }
FLightNode * AddLightNode(FLightNode ** thread, void * linkto, ADynamicLight * light, FLightNode *& nextnode) { FLightNode * node; node = nextnode; while (node) { if (node->targ==linkto) // Already have a node for this sector? { node->lightsource = light; // Yes. Setting m_thing says 'keep it'. return(nextnode); } node = node->nextTarget; } // Couldn't find an existing node for this sector. Add one at the head // of the list. node = freelist.GetNew(); node->targ = linkto; node->lightsource = light; node->prevTarget = &nextnode; node->nextTarget = nextnode; if (nextnode) nextnode->prevTarget = &node->nextTarget; // Add new node at head of sector thread starting at s->touching_thinglist node->prevLight = thread; node->nextLight = *thread; if (node->nextLight) node->nextLight->prevLight=&node->nextLight; *thread = node; return(node); }
void FDrawInfo::HandleHackedSubsectors() { lowershcount=uppershcount=0; totalssms.Reset(); totalssms.Clock(); viewsubsector = R_PointInSubsector(viewx, viewy); // Each subsector may only be processed once in this loop! validcount++; for(unsigned int i=0; i<SubsectorHacks.Size(); i++) { subsector_t * sub = SubsectorHacks[i].sub; if (sub->validcount!=validcount && CheckAnchorFloor(sub)) { // Now collect everything that is connected with this subsector. HandledSubsectors.Clear(); inview=false; lowersegs.Clear(); if (CollectSubsectorsFloor(sub, sub->render_sector)) { for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(sub->render_sector->sectornum, node); } if (inview) for(unsigned int j=0; j<lowersegs.Size(); j++) { seg_t * seg=lowersegs[j]; GLRenderer->ProcessLowerMiniseg (seg, seg->Subsector->render_sector, seg->PartnerSeg->Subsector->render_sector); } lowershcount+=HandledSubsectors.Size(); } } } // Each subsector may only be processed once in this loop! validcount++; for(unsigned int i=0; i<SubsectorHacks.Size(); i++) { subsector_t * sub = SubsectorHacks[i].sub; if (sub->validcount!=validcount && CheckAnchorCeiling(sub)) { // Now collect everything that is connected with this subsector. HandledSubsectors.Clear(); if (CollectSubsectorsCeiling(sub, sub->render_sector)) { for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(sub->render_sector->sectornum, node); } uppershcount+=HandledSubsectors.Size(); } } } SubsectorHacks.Clear(); totalssms.Unclock(); }
//========================================================================== // // Draws the fake planes // //========================================================================== void FDrawInfo::HandleMissingTextures() { sector_t fake; totalms.Clock(); totalupper=MissingUpperTextures.Size(); totallower=MissingLowerTextures.Size(); for(unsigned int i=0; i<MissingUpperTextures.Size(); i++) { if (!MissingUpperTextures[i].seg) continue; HandledSubsectors.Clear(); validcount++; if (MissingUpperTextures[i].planez > viewz) { // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingUpperTextures[i].sub->validcount=validcount; if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].planez)) { sector_t * sec = MissingUpperTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(sec->sectornum, node); } if (HandledSubsectors.Size()!=1) { // mark all subsectors in the missing list that got processed by this for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { for(unsigned int k=0; k<MissingUpperTextures.Size(); k++) { if (MissingUpperTextures[k].sub==HandledSubsectors[j]) { MissingUpperTextures[k].seg=NULL; } } } } else MissingUpperTextures[i].seg=NULL; continue; } } if (!MissingUpperTextures[i].seg->PartnerSeg) continue; if (!MissingUpperTextures[i].seg->PartnerSeg->Subsector) continue; validcount++; HandledSubsectors.Clear(); { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false); fixed_t planez = fakesector->GetPlaneTexZ(sector_t::ceiling); MissingUpperTextures[i].seg->PartnerSeg->Subsector->validcount=validcount; if (DoFakeCeilingBridge(MissingUpperTextures[i].seg->PartnerSeg->Subsector, planez)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(fakesector->sectornum, node); } } continue; } } for(unsigned int i=0; i<MissingLowerTextures.Size(); i++) { if (!MissingLowerTextures[i].seg) continue; HandledSubsectors.Clear(); validcount++; if (MissingLowerTextures[i].planez < viewz) { // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingLowerTextures[i].sub->validcount=validcount; if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].planez)) { sector_t * sec = MissingLowerTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(sec->sectornum, node); } if (HandledSubsectors.Size()!=1) { // mark all subsectors in the missing list that got processed by this for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { for(unsigned int k=0; k<MissingLowerTextures.Size(); k++) { if (MissingLowerTextures[k].sub==HandledSubsectors[j]) { MissingLowerTextures[k].seg=NULL; } } } } else MissingLowerTextures[i].seg=NULL; continue; } } if (!MissingLowerTextures[i].seg->PartnerSeg) continue; if (!MissingLowerTextures[i].seg->PartnerSeg->Subsector) continue; validcount++; HandledSubsectors.Clear(); { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false); fixed_t planez = fakesector->GetPlaneTexZ(sector_t::floor); MissingLowerTextures[i].seg->PartnerSeg->Subsector->validcount=validcount; if (DoFakeBridge(MissingLowerTextures[i].seg->PartnerSeg->Subsector, planez)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(fakesector->sectornum, node); } } continue; } } totalms.Unclock(); showtotalms=totalms; totalms.Reset(); }
void FDrawInfo::ProcessSectorStacks() { unsigned int i; validcount++; for (i=0; i<CeilingStacks.Size (); i++) { subsector_t * sub = CeilingStacks[i]; HandledSubsectors.Clear(); for(DWORD j=0; j<sub->numlines; j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sub->render_sector); } } for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { ss_renderflags[DWORD(HandledSubsectors[j]-subsectors)] &= ~SSRF_RENDERCEILING; if (sub->render_sector->CeilingSkyBox->PlaneAlpha!=0) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(sub->render_sector->sectornum, node); } } } validcount++; for (i=0; i<FloorStacks.Size (); i++) { subsector_t * sub = FloorStacks[i]; HandledSubsectors.Clear(); for(DWORD j=0; j<sub->numlines; j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sub->render_sector); } } for(unsigned int j=0; j<HandledSubsectors.Size(); j++) { //Printf("%d: ss %d, sec %d\n", j, HandledSubsectors[j]-subsectors, HandledSubsectors[j]->render_sector->sectornum); ss_renderflags[DWORD(HandledSubsectors[j]-subsectors)] &= ~SSRF_RENDERFLOOR; if (sub->render_sector->FloorSkyBox->PlaneAlpha!=0) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(sub->render_sector->sectornum, node); } } } FloorStacks.Clear(); CeilingStacks.Clear(); }
void FDrawInfo::ProcessSectorStacks() { unsigned int i; sector_t fake; validcount++; for (i=0;i<CeilingStacks.Size (); i++) { sector_t *sec = gl_FakeFlat(CeilingStacks[i], &fake, false); FPortal *portal = sec->portals[sector_t::ceiling]; if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++) { subsector_t * sub = sec->subsectors[k]; if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED) { HandledSubsectors.Clear(); for(DWORD j=0;j<sub->numlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec); } } for(unsigned int j=0;j<HandledSubsectors.Size();j++) { subsector_t *sub = HandledSubsectors[j]; ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERCEILING; if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL) { gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal); } portal->GetGLPortal()->AddSubsector(sub); if (sec->GetAlpha(sector_t::ceiling) != 0 && sec->GetTexture(sector_t::ceiling) != skyflatnum) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = sub; AddOtherCeilingPlane(sec->sectornum, node); } } } } } validcount++; for (i=0;i<FloorStacks.Size (); i++) { sector_t *sec = gl_FakeFlat(FloorStacks[i], &fake, false); FPortal *portal = sec->portals[sector_t::floor]; if (portal != NULL) for(int k=0;k<sec->subsectorcount;k++) { subsector_t * sub = sec->subsectors[k]; if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED) { HandledSubsectors.Clear(); for(DWORD j=0;j<sub->numlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec); } } for(unsigned int j=0;j<HandledSubsectors.Size();j++) { subsector_t *sub = HandledSubsectors[j]; ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERFLOOR; if (sub->portalcoverage[sector_t::floor].subsectors == NULL) { gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal); } GLSectorStackPortal *glportal = portal->GetGLPortal(); glportal->AddSubsector(sub); if (sec->GetAlpha(sector_t::floor) != 0 && sec->GetTexture(sector_t::floor) != skyflatnum) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = sub; AddOtherFloorPlane(sec->sectornum, node); } } } } } FloorStacks.Clear(); CeilingStacks.Clear(); }