Add stencil value to decal, particle, plane, port, sky, sprite, wall and wallsprite classes

This commit is contained in:
Magnus Norddahl 2016-11-24 08:23:50 +01:00
commit cff72fb072
14 changed files with 48 additions and 47 deletions

View file

@ -32,7 +32,7 @@
EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, double skyCeilingHeight, double skyFloorHeight)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight)
{
RenderPolyPlane plane;
@ -58,7 +58,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *su
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight < ViewPos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, sub, subsectorDepth, false, fakeFloor);
plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, false, fakeFloor);
}
}
@ -79,16 +79,16 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, subsector_t *su
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeHeight > ViewPos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
{
plane.Render3DFloor(worldToClip, sub, subsectorDepth, true, fakeFloor);
plane.Render3DFloor(worldToClip, sub, subsectorDepth, stencilValue, true, fakeFloor);
}
}
}
plane.Render(worldToClip, sub, subsectorDepth, true, skyCeilingHeight);
plane.Render(worldToClip, sub, subsectorDepth, false, skyFloorHeight);
plane.Render(worldToClip, sub, subsectorDepth, stencilValue, true, skyCeilingHeight);
plane.Render(worldToClip, sub, subsectorDepth, stencilValue, false, skyFloorHeight);
}
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, F3DFloor *fakeFloor)
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
{
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
FTexture *tex = TexMan(picnum);
@ -138,15 +138,15 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *s
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue + 1;
args.SetTexture(tex);
args.SetColormap(sub->sector->ColorMap);
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
}
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight)
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight)
{
sector_t *fakesector = sub->sector->heightsec;
if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC))
@ -231,8 +231,8 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = ccw;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue + 1;
args.SetColormap(frontsector->ColorMap);
if (!isSky)