Hook up subsector gbuffer

This commit is contained in:
Magnus Norddahl 2016-11-11 19:26:28 +01:00
commit 3cc5cec5a0
4 changed files with 327 additions and 18 deletions

View file

@ -50,6 +50,7 @@ void RenderPolyBsp::Render()
SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
SubsectoredSprites.clear();
PvsSectors.clear();
ScreenSprites.clear();
PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
@ -99,6 +100,8 @@ void RenderPolyBsp::Render()
skydome.Render(worldToClip);
RenderSprites();
RenderPlayerSprites();
DrawerCommandQueue::WaitForWorkers();
RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
@ -117,6 +120,12 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
uint32_t subsectorDepth = NextSubsectorDepth++;
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPlane(sub, subsectorDepth, true);
RenderPlane(sub, subsectorDepth, false);
}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
@ -124,20 +133,23 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
AddLine(line, frontsector, subsectorDepth);
}
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPlane(sub, subsectorDepth, true);
RenderPlane(sub, subsectorDepth, false);
}
SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++)
{
AActor *thing = SortedSprites[sprites.Start + i].Thing;
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(thing, sub, subsectorDepth);
SubsectoredSprites.push_back({ thing, sub, subsectorDepth });
}
}
void RenderPolyBsp::RenderSprites()
{
for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it)
{
auto &spr = *it;
if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth);
else
AddSprite(thing, sub, subsectorDepth);
AddSprite(spr.thing, spr.sub, spr.subsectorDepth);
}
}
@ -556,7 +568,7 @@ void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsecto
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, PolyDrawVariant::Draw);
PolyTriangleDrawer::draw(args, PolyDrawVariant::DrawSubsector);
}
void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
@ -1592,6 +1604,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
uniforms.objectToClip = worldToClip * objectToWorld;
uniforms.light = 256;
uniforms.flags = 0;
uniforms.subsectorDepth = RenderPolyBsp::SkySubsectorDepth;
int rc = mRows + 1;