vkdoom_m/src/polyrenderer/scene/poly_plane.cpp
2017-09-30 23:58:11 +02:00

578 lines
21 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "poly_plane.h"
#include "poly_portal.h"
#include "polyrenderer/poly_renderer.h"
#include "r_sky.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "p_lnspec.h"
#include "a_dynlight.h"
EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling())
return;
RenderPolyPlane plane;
plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals);
}
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
{
RenderNormal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight);
}
else
{
RenderPortal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals);
}
}
void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
if (picnum != skyflatnum)
{
FTexture *tex = TexMan(picnum);
if (!tex || tex->UseType == FTexture::TEX_Null)
return;
PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex);
TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane);
PolyDrawArgs args;
SetLightLevel(thread, args, fakeflat, ceiling);
SetDynLights(thread, args, fakeflat.Subsector, ceiling);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetTexture(tex);
args.SetStyle(TriBlendMode::TextureOpaque);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
}
else
{
TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
PolyDrawArgs args;
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetWriteStencil(true, 255);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight);
}
}
void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
PolyDrawSectorPortal *polyportal = nullptr;
std::vector<PolyPortalSegment> portalSegments;
// Skip portals not facing the camera
if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) ||
(!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0))
{
return;
}
for (auto &p : sectorPortals)
{
if (p->Portal == portal) // To do: what other criteria do we need to check for?
{
polyportal = p.get();
break;
}
}
if (!polyportal)
{
sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling)));
polyportal = sectorPortals.back().get();
}
#if 0
// Calculate portal clipping
portalSegments.reserve(sub->numlines);
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0;
if (!backside)
{
angle_t angle1, angle2;
if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
portalSegments.push_back({ angle1, angle2 });
}
else
{
angle_t angle1, angle2;
if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2))
portalSegments.push_back({ angle1, angle2 });
}
}
#endif
TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight);
PolyDrawArgs args;
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(0, clipPlane);
args.SetWriteStencil(true, polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight);
polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines, true });
}
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight)
{
sector_t *frontsector = sub->sector;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2);
if (line->backsector)
{
sector_t *backsector = line->backsector;
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
if (ceiling && bothSkyCeiling && closedSector)
{
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MIN(backceilz1, frontceilz1);
double topfloorz2 = MIN(backceilz2, frontceilz2);
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
skyBottomz1 = middlefloorz1;
skyBottomz2 = middlefloorz2;
}
else if (bothSkyCeiling)
{
continue;
}
}
else if (polyportal && line->linedef && line->linedef->special == Line_Horizon)
{
// Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity
skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1);
skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2);
}
TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4);
if (ceiling)
{
wallvert[0] = GetSkyVertex(line->v1, skyHeight);
wallvert[1] = GetSkyVertex(line->v2, skyHeight);
wallvert[2] = GetSkyVertex(line->v2, skyBottomz2);
wallvert[3] = GetSkyVertex(line->v1, skyBottomz1);
}
else
{
wallvert[0] = GetSkyVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1));
wallvert[1] = GetSkyVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2));
wallvert[2] = GetSkyVertex(line->v2, skyHeight);
wallvert[3] = GetSkyVertex(line->v1, skyHeight);
}
args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan);
if (polyportal)
{
polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() });
}
}
}
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling)
{
bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel;
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
{
lightlevel = *light->p_lightlevel;
}
}
args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
}
void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
{
FLightNode *light_list = sub->lighthead;
auto cameraLight = PolyCameraLight::Instance();
if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
{
args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active
return;
}
// Calculate max lights that can touch the wall so we can allocate memory for the list
int max_lights = 0;
FLightNode *cur_node = light_list;
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
max_lights++;
cur_node = cur_node->nextLight;
}
if (max_lights == 0)
{
args.SetLights(nullptr, 0);
return;
}
int dc_num_lights = 0;
PolyLight *dc_lights = thread->FrameMemory->AllocMemory<PolyLight>(max_lights);
// Setup lights
cur_node = light_list;
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
// To do: cull lights not touching subsector
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
auto &light = dc_lights[dc_num_lights++];
light.x = (float)cur_node->lightsource->X();
light.y = (float)cur_node->lightsource->Y();
light.z = (float)cur_node->lightsource->Z();
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
cur_node = cur_node->nextLight;
}
args.SetLights(dc_lights, dc_num_lights);
DVector3 normal = ceiling ? sub->sector->ceilingplane.Normal() : sub->sector->floorplane.Normal();
args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z });
}
TriVertex *RenderPolyPlane::CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane)
{
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
double planeZ = plane.ZatPoint(viewpoint.Pos.XY());
if (viewpoint.Pos.Z < planeZ)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[sub->numlines - 1 - i];
vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1));
}
}
return vertices;
}
TriVertex *RenderPolyPlane::CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight)
{
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
if (viewpoint.Pos.Z < skyHeight)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[sub->numlines - 1 - i];
vertices[i] = GetSkyVertex(line->v1, skyHeight);
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = GetSkyVertex(line->v1, skyHeight);
}
}
return vertices;
}
/////////////////////////////////////////////////////////////////////////////
PolyPlaneUVTransform::PolyPlaneUVTransform(const FTransform &transform, FTexture *tex)
{
if (tex)
{
xscale = (float)(transform.xScale * tex->Scale.X / tex->GetWidth());
yscale = (float)(transform.yScale * tex->Scale.Y / tex->GetHeight());
double planeang = (transform.Angle + transform.baseAngle).Radians();
cosine = (float)cos(planeang);
sine = (float)sin(planeang);
xOffs = (float)transform.xOffs;
yOffs = (float)transform.yOffs;
}
else
{
xscale = 1.0f / 64.0f;
yscale = 1.0f / 64.0f;
cosine = 1.0f;
sine = 0.0f;
xOffs = 0.0f;
yOffs = 0.0f;
}
}
/////////////////////////////////////////////////////////////////////////////
void Render3DFloorPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects)
{
if (!r_3dfloors || sub->sector->CenterFloor() == sub->sector->CenterCeiling())
return;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
auto frontsector = sub->sector;
auto &ffloors = frontsector->e->XFloor.ffloors;
// 3D floor floors
for (int i = 0; i < (int)ffloors.Size(); i++)
{
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->top.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue;
//fakeFloor->alpha
double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
if (fakeFloor->bottom.plane->isSlope() || (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)))
{
Render3DFloorPlane plane;
plane.sub = sub;
plane.stencilValue = stencilValue;
plane.ceiling = false;
plane.fakeFloor = fakeFloor;
plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
if (!plane.Additive && fakeFloor->alpha == 255)
{
plane.Masked = false;
plane.Alpha = 1.0;
}
else
{
plane.Masked = true;
plane.Alpha = fakeFloor->alpha / 255.0;
}
if (!plane.Masked)
plane.Render(thread, worldToClip, clipPlane);
else
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
}
}
// 3D floor ceilings
for (int i = 0; i < (int)ffloors.Size(); i++)
{
F3DFloor *fakeFloor = ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!fakeFloor->model) continue;
//if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
// R_3D_AddHeight(fakeFloor->bottom.plane, frontsector);
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (fakeFloor->alpha == 0) continue;
if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
//fakeFloor->alpha
double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
if (fakeFloor->bottom.plane->isSlope() || (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)))
{
Render3DFloorPlane plane;
plane.sub = sub;
plane.stencilValue = stencilValue;
plane.ceiling = true;
plane.fakeFloor = fakeFloor;
plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS);
if (!plane.Additive && fakeFloor->alpha == 255)
{
plane.Masked = false;
plane.Alpha = 1.0;
}
else
{
plane.Masked = true;
plane.Alpha = fakeFloor->alpha / 255.0;
}
if (!plane.Masked)
plane.Render(thread, worldToClip, clipPlane);
else
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
}
}
}
void Render3DFloorPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane)
{
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
FTexture *tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
int lightlevel = 255;
bool foggy = false;
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
//basecolormap = light->extra_colormap;
lightlevel = *light->p_lightlevel;
}
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[sub->numlines - 1 - i] = xform.GetVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1));
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = xform.GetVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1));
}
}
PolyDrawArgs args;
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
args.SetTransform(&worldToClip);
if (!Masked)
{
args.SetStyle(TriBlendMode::TextureOpaque);
}
else
{
double srcalpha = MIN(Alpha, 1.0);
double destalpha = Additive ? 1.0 : 1.0 - srcalpha;
args.SetStyle(TriBlendMode::TextureAdd, srcalpha, destalpha);
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
}
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetTexture(tex);
args.SetClipPlane(0, clipPlane);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
}