Add the missing draw list types to LevelMeshDrawType
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2086f8ffa6
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6da5f8e83f
4 changed files with 65 additions and 23 deletions
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@ -1051,36 +1051,52 @@ void DoomLevelMesh::CreateSide(FLevelLocals& doomMap, unsigned int sideIndex)
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sideBlock.Decals = result.decals;
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state.SetDepthMask(true);
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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state.SetDepthFunc(DF_LEqual);
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state.ClearDepthBias();
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state.EnableTexture(true);
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state.EnableBrightmap(true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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CreateWallSurface(side, disp, state, result.list, back ? LevelMeshDrawType::Masked : LevelMeshDrawType::Opaque, true, sideIndex, sideBlock.Lights);
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CreateWallSurface(side, disp, state, result.opaque, LevelMeshDrawType::Opaque, sideIndex, sideBlock.Lights);
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if (result.portals.Size() != 0 && !sideBlock.InSidePortalsList)
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{
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// Register side having portals
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SidePortals.Push(sideIndex);
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sideBlock.InSidePortalsList = true;
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}
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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CreateWallSurface(side, disp, state, result.masked, LevelMeshDrawType::Masked, sideIndex, sideBlock.Lights);
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// Part 3: masked geometry with polygon offset.
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state.SetDepthBias(-1, -128);
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CreateWallSurface(side, disp, state, result.maskedOffset, LevelMeshDrawType::MaskedOffset, sideIndex, sideBlock.Lights);
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state.ClearDepthBias();
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// Part 4: Draw decals (not a real pass)
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state.SetDepthFunc(DF_LEqual);
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// DrawDecals(state, Decals[0]);
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/*
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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state.EnableBrightmap(true);
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CreateWallSurface(side, disp, state, result.translucent, LevelMeshDrawType::TranslucentBorder, sideIndex);
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state.SetDepthMask(false);
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CreateWallSurface(side, disp, state, result.translucent, LevelMeshDrawType::Translucent, sideIndex);
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state.EnableBrightmap(false);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetDepthMask(true);
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state.SetRenderStyle(STYLE_Normal);
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*/
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for (HWWall& portal : result.portals)
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{
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sideBlock.WallPortals.Push(portal);
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}
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CreateWallSurface(side, disp, state, result.portals, LevelMeshDrawType::Portal, false, sideIndex, sideBlock.Lights);
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/*
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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CreateWallSurface(side, disp, state, result.translucent, LevelMeshDrawType::Translucent, true, sideIndex);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Normal);
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*/
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// Add portal surface to the level mesh so raytraces can see them
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CreateWallSurface(side, disp, state, result.portals, LevelMeshDrawType::Portal, sideIndex, sideBlock.Lights);
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}
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void DoomLevelMesh::CreateFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
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@ -1215,7 +1231,7 @@ void DoomLevelMesh::SetFlatLights(FLevelLocals& doomMap, unsigned int sectorInde
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}
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}
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void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, LevelMeshDrawType drawType, bool translucent, unsigned int sideIndex, const LightListAllocInfo& lightlist)
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void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, TArray<HWWall>& list, LevelMeshDrawType drawType, unsigned int sideIndex, const LightListAllocInfo& lightlist)
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{
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for (HWWall& wallpart : list)
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{
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@ -1250,7 +1266,7 @@ void DoomLevelMesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, Mesh
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state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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wallpart.DrawWall(&disp, state, translucent);
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wallpart.DrawWall(&disp, state, drawType == LevelMeshDrawType::Translucent || drawType == LevelMeshDrawType::TranslucentBorder);
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}
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int numVertices = 0;
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