- adjustments to GL renderer for decal and alpha changes.

- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
This commit is contained in:
Christoph Oelckers 2016-03-22 23:19:21 +01:00
commit eadecaf407
5 changed files with 47 additions and 26 deletions

View file

@ -71,7 +71,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
line_t * line=seg->linedef;
side_t * side=seg->sidedef;
int i;
fixed_t zpos;
float zpos;
int light;
int rel;
float a;
@ -129,33 +129,33 @@ void GLWall::DrawDecal(DBaseDecal *decal)
if (type!=RENDERWALL_TOP) return;
if (line->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
}
else
{
zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (type!=RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
}
else
{
zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
zpos = decal->Z + seg->backsector->GetPlaneTexZF(sector_t::floor);
}
break;
case RF_RELMID:
if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::floor);
}
else
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
zpos = decal->Z + frontsector->GetPlaneTexZF(sector_t::ceiling);
}
}
@ -179,20 +179,20 @@ void GLWall::DrawDecal(DBaseDecal *decal)
a = FIXED2FLOAT(decal->Alpha);
a = decal->Alpha;
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth() * FIXED2FLOAT(decal->ScaleX);
float decalheight= tex->TextureHeight() * FIXED2FLOAT(decal->ScaleY);
float decallefto = tex->GetLeftOffset() * FIXED2FLOAT(decal->ScaleX);
float decaltopo = tex->GetTopOffset() * FIXED2FLOAT(decal->ScaleY);
float decalwidth = tex->TextureWidth() * decal->ScaleX;
float decalheight= tex->TextureHeight() * decal->ScaleY;
float decallefto = tex->GetLeftOffset() * decal->ScaleX;
float decaltopo = tex->GetTopOffset() * decal->ScaleY;
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance / (1<<30) - (flipx? decalwidth-decallefto : decallefto) - leftedge;
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx? decalwidth-decallefto : decallefto) - leftedge;
float left,right;
float lefttex,righttex;
@ -232,14 +232,14 @@ void GLWall::DrawDecal(DBaseDecal *decal)
dv[3].x=dv[2].x=glseg.x1+vx*right;
dv[3].y=dv[2].y=glseg.y1+vy*right;
zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
zpos+= (flipy? decalheight-decaltopo : decaltopo);
dv[1].z=dv[2].z = FIXED2FLOAT(zpos);
dv[1].z=dv[2].z = zpos;
dv[0].z=dv[3].z = dv[1].z - decalheight;
dv[1].v=dv[2].v = tex->GetVT();
dv[1].u=dv[0].u = tex->GetU(lefttex / FIXED2FLOAT(decal->ScaleX));
dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(decal->ScaleX));
dv[1].u=dv[0].u = tex->GetU(lefttex / decal->ScaleX);
dv[3].u=dv[2].u = tex->GetU(righttex / decal->ScaleX);
dv[0].v=dv[3].v = tex->GetVB();
@ -297,7 +297,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
{
// Note: This should be replaced with proper shader based lighting.
fixed_t x, y;
double x, y;
decal->GetXY(seg->sidedef, x, y);
gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
}