- replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
- add dynlights to softpoly pal mode
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parent
ac207cce85
commit
4e6226fc2d
12 changed files with 629 additions and 1386 deletions
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@ -56,12 +56,16 @@ void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, co
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ModelActor = actor;
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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}
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void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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ModelActor = nullptr;
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}
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@ -100,14 +104,18 @@ void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectT
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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ModelActor = nullptr;
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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}
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void PolyModelRenderer::SetInterpolation(double interpolation)
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@ -146,8 +154,7 @@ void PolyModelRenderer::DrawArrays(int start, int count)
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::Opaque);
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args.SetTexture(SkinTexture, DefaultRenderStyle());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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@ -169,8 +176,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(TriBlendMode::Opaque);
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args.SetTexture(SkinTexture, DefaultRenderStyle());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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