Fix rendering of masked walls

This commit is contained in:
Magnus Norddahl 2016-11-13 15:16:55 +01:00
commit 411eb57952
2 changed files with 73 additions and 55 deletions

View file

@ -50,7 +50,7 @@ void RenderPolyBsp::Render()
SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
SubsectoredSprites.clear();
TranslucentObjects.clear();
PvsSectors.clear();
ScreenSprites.clear();
PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
@ -103,7 +103,7 @@ void RenderPolyBsp::Render()
skydome.Render(worldToClip);
RenderSprites();
RenderTranslucent();
RenderPlayerSprites();
DrawerCommandQueue::WaitForWorkers();
@ -140,19 +140,24 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
for (int i = 0; i < sprites.Count; i++)
{
AActor *thing = SortedSprites[sprites.Start + i].Thing;
SubsectoredSprites.push_back({ thing, sub, subsectorDepth });
TranslucentObjects.push_back({ thing, sub, subsectorDepth });
}
TranslucentObjects.insert(TranslucentObjects.end(), TempTranslucentWalls.begin(), TempTranslucentWalls.end());
TempTranslucentWalls.clear();
}
void RenderPolyBsp::RenderSprites()
void RenderPolyBsp::RenderTranslucent()
{
for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it)
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
{
auto &spr = *it;
if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth);
auto &obj = *it;
if (!obj.thing)
obj.wall.Render(worldToClip);
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(obj.thing, obj.sub, obj.subsectorDepth);
else
AddSprite(spr.thing, spr.sub, spr.subsectorDepth);
AddSprite(obj.thing, obj.sub, obj.subsectorDepth);
}
}
@ -448,7 +453,7 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector, uint32_t subsect
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
wall.Render(worldToClip);
TempTranslucentWalls.push_back({ wall });
}
}
}
@ -1206,8 +1211,15 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
args.stencilwritevalue = 1;
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
if (!Masked)
{
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
}
else
{
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
}
}
FTexture *RenderPolyWall::GetTexture()