Fix wall portals not getting freed
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parent
e94bd7f641
commit
dedd7245f2
3 changed files with 42 additions and 12 deletions
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@ -183,6 +183,19 @@ void DoomLevelMesh::BeginFrame(FLevelLocals& doomMap)
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}
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CreateLights(doomMap);
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UpdateWallPortals();
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}
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void DoomLevelMesh::UpdateWallPortals()
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{
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WallPortals.Clear();
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for (int sideIndex : SidePortals)
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{
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for (HWWall& wall : Sides[sideIndex].WallPortals)
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{
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WallPortals.Push(&wall);
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}
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}
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}
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void DoomLevelMesh::CreateLights(FLevelLocals& doomMap)
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@ -393,6 +406,8 @@ void DoomLevelMesh::FreeSide(FLevelLocals& doomMap, unsigned int sideIndex)
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for (auto& uni : Sides[sideIndex].Uniforms)
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FreeUniforms(uni.Start, uni.Count);
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Sides[sideIndex].Uniforms.Clear();
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Sides[sideIndex].WallPortals.Clear();
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}
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void DoomLevelMesh::FreeFlat(FLevelLocals& doomMap, unsigned int sectorIndex)
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@ -537,9 +552,16 @@ void DoomLevelMesh::UpdateSide(FLevelLocals& doomMap, unsigned int sideIndex)
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state.AlphaFunc(Alpha_GEqual, 0.f);
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CreateWallSurface(side, disp, state, result.list, false, true, sideIndex);
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if (result.portals.Size() != 0 && !Sides[sideIndex].InSidePortalsList)
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{
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// Register side having portals
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SidePortals.Push(sideIndex);
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Sides[sideIndex].InSidePortalsList = true;
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}
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for (HWWall& portal : result.portals)
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{
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WallPortals.Push(portal);
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Sides[sideIndex].WallPortals.Push(portal);
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}
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CreateWallSurface(side, disp, state, result.portals, true, false, sideIndex);
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@ -55,6 +55,8 @@ struct SideSurfaceBlock
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int FirstSurface = -1;
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TArray<GeometryFreeInfo> Geometries;
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TArray<UniformsAllocInfo> Uniforms;
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TArray<HWWall> WallPortals;
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bool InSidePortalsList = false;
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};
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struct FlatSurfaceBlock
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@ -77,7 +79,8 @@ public:
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void BuildSectorGroups(const FLevelLocals& doomMap);
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TArray<HWWall> WallPortals;
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TArray<int> SidePortals;
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TArray<HWWall*> WallPortals;
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TArray<int> sectorGroup; // index is sector, value is sectorGroup
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TArray<int> sectorPortals[2]; // index is sector+plane, value is index into the portal list
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@ -112,6 +115,8 @@ private:
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void FreeSide(FLevelLocals& doomMap, unsigned int sideIndex);
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void FreeFlat(FLevelLocals& doomMap, unsigned int sectorIndex);
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void UpdateWallPortals();
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void SetSubsectorLightmap(int surfaceIndex);
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void SetSideLightmap(int surfaceIndex);
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@ -445,13 +445,13 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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state.SetDepthMask(false);
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state.EnableTexture(false);
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state.SetEffect(EFF_PORTAL);
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for (HWWall& wall : portals)
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for (HWWall* wall : portals)
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{
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state.BeginQuery();
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wall.MakeVertices(state, false);
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wall.RenderWall(state, HWWall::RWF_BLANK);
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wall.vertcount = 0;
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wall->MakeVertices(state, false);
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wall->RenderWall(state, HWWall::RWF_BLANK);
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wall->vertcount = 0;
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state.EndQuery();
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}
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@ -471,14 +471,17 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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}
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state.SetCulling(Cull_None);
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// retrieve the query results and use them to fill the portal manager with portals
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state.GetQueryResults(queryStart, queryEnd - queryStart, QueryResultsBuffer);
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for (unsigned int i = 0, count = QueryResultsBuffer.Size(); i < count; i++)
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if (queryStart != queryEnd)
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{
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bool portalVisible = QueryResultsBuffer[i];
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if (portalVisible)
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// retrieve the query results and use them to fill the portal manager with portals
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state.GetQueryResults(queryStart, queryEnd - queryStart, QueryResultsBuffer);
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for (unsigned int i = 0, count = QueryResultsBuffer.Size(); i < count; i++)
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{
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PutWallPortal(portals[i], state);
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bool portalVisible = QueryResultsBuffer[i];
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if (portalVisible)
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{
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PutWallPortal(*portals[i], state);
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}
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}
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}
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