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

@ -80,7 +80,7 @@ void RenderPolyPortal::RenderSubsector(subsector_t *sub)
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
FSectorPortal *ceilingPortal = frontsector->ValidatePortal(sector_t::ceiling);
FSectorPortal *floorPortal = frontsector->ValidatePortal(sector_t::floor);
@ -167,12 +167,12 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!fakeFloor->model) continue;
RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls);
RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, fakeFloor, SubsectorTranslucentWalls);
}
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, SubsectorTranslucentWalls))
{
if (hasSegmentRange)
Cull.MarkSegmentCulled(sx1, sx2);
@ -190,7 +190,7 @@ void RenderPolyPortal::RenderTranslucent()
if (obj.particle)
{
RenderPolyParticle spr;
spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth);
spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else if (!obj.thing)
{
@ -199,12 +199,12 @@ void RenderPolyPortal::RenderTranslucent()
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else
{
RenderPolySprite spr;
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
}
}