- Collect all PVS information first so that processing the individual sectors can be done on multiple threads
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4101e9bf1d
commit
7a1274ab76
30 changed files with 630 additions and 265 deletions
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@ -28,10 +28,11 @@
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#include "poly_decal.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "a_sharedglobal.h"
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#include "swrenderer/scene/r_scene.h"
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void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue)
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void RenderPolyDecal::RenderWallDecals(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue)
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{
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if (line->linedef == nullptr && line->sidedef == nullptr)
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return;
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@ -39,11 +40,11 @@ void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyC
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for (DBaseDecal *decal = line->sidedef->AttachedDecals; decal != nullptr; decal = decal->WallNext)
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{
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RenderPolyDecal render;
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render.Render(worldToClip, clipPlane, decal, line, stencilValue);
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render.Render(thread, worldToClip, clipPlane, decal, line, stencilValue);
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}
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}
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void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue)
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void RenderPolyDecal::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue)
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{
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if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
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return;
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@ -148,7 +149,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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// Generate vertices for the decal
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
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TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
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vertices[0].x = (float)decal_left.X;
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vertices[0].y = (float)decal_left.Y;
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vertices[0].z = (float)ztop;
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@ -193,7 +194,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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args.SetDepthTest(true);
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args.SetWriteStencil(false);
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args.SetWriteDepth(false);
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args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
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}
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void RenderPolyDecal::GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back)
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