# Conflicts:
#	src/CMakeLists.txt
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_portal.cpp
#	src/gl/scene/gl_scene.cpp
This commit is contained in:
Christoph Oelckers 2018-04-24 17:39:03 +02:00
commit 0dcc6ec6d3
383 changed files with 373 additions and 2101 deletions

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@ -28,7 +28,6 @@
#include "doomtype.h"
#include "p_local.h"
#include "r_state.h"
#include "m_argv.h"
#include "c_cvars.h"
#include "g_levellocals.h"
#include "flatvertices.h"

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@ -0,0 +1,121 @@
#pragma once
#include "r_defs.h"
struct FSectorPortalGroup;
//==========================================================================
//
// these are used to link faked planes due to missing textures to a sector
//
//==========================================================================
struct gl_subsectorrendernode
{
gl_subsectorrendernode * next;
subsector_t * sub;
};
enum area_t : int
{
area_normal,
area_below,
area_above,
area_default
};
enum SectorRenderFlags
{
// This is used to merge several subsectors into a single draw item
SSRF_RENDERFLOOR = 1,
SSRF_RENDERCEILING = 2,
SSRF_RENDER3DPLANES = 4,
SSRF_RENDERALL = 7,
SSRF_PROCESSED = 8,
SSRF_SEEN = 16,
};
struct HWDrawInfo
{
virtual ~HWDrawInfo() {}
struct wallseg
{
float x1, y1, z1, x2, y2, z2;
};
struct MissingTextureInfo
{
seg_t * seg;
subsector_t * sub;
float Planez;
float Planezfront;
};
struct MissingSegInfo
{
seg_t * seg;
int MTI_Index; // tells us which MissingTextureInfo represents this seg.
};
struct SubsectorHackInfo
{
subsector_t * sub;
uint8_t flags;
};
TArray<MissingTextureInfo> MissingUpperTextures;
TArray<MissingTextureInfo> MissingLowerTextures;
TArray<MissingSegInfo> MissingUpperSegs;
TArray<MissingSegInfo> MissingLowerSegs;
TArray<SubsectorHackInfo> SubsectorHacks;
TArray<gl_subsectorrendernode*> otherfloorplanes;
TArray<gl_subsectorrendernode*> otherceilingplanes;
TArray<sector_t *> CeilingStacks;
TArray<sector_t *> FloorStacks;
TArray<subsector_t *> HandledSubsectors;
TArray<uint8_t> sectorrenderflags;
TArray<uint8_t> ss_renderflags;
TArray<uint8_t> no_renderflags;
void ClearBuffers();
bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeBridge(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeCeilingBridge(subsector_t * subsec, float planez, area_t in_area);
bool CheckAnchorFloor(subsector_t * sub);
bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
bool CheckAnchorCeiling(subsector_t * sub);
bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor, area_t in_area);
void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor, area_t in_area);
void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
void HandleMissingTextures(area_t in_area);
void DrawUnhandledMissingTextures();
void AddHackedSubsector(subsector_t * sub);
void HandleHackedSubsectors();
void AddFloorStack(sector_t * sec);
void AddCeilingStack(sector_t * sec);
void ProcessSectorStacks(area_t in_area);
void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
virtual void FloodUpperGap(seg_t * seg) = 0;
virtual void FloodLowerGap(seg_t * seg) = 0;
virtual void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) = 0;
virtual void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) = 0;
};

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