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Fix additive/subtractive walls not working when sectors have multiple lights in OpenGL
This is a change that could have broken other areas so should be checked too for other areas
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282932862c
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b16a16027d
1 changed files with 55 additions and 35 deletions
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@ -850,7 +850,7 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
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//
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// HWR_SplitWall
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//
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static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor)
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static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD blendmode)
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{
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/* SoM: split up and light walls according to the
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lightlist. This may also include leaving out parts
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@ -987,12 +987,12 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum,
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wallVerts[0].y = bot;
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wallVerts[1].y = endbot;
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if (cutflag & FF_FOG)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
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else if (cutflag & FF_TRANSLUCENT)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
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if (blendmode & PF_Fog)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, blendmode, true, lightnum, colormap);
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else if (blendmode & (PF_Translucent|PF_Additive|PF_Substractive|PF_Environment))
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HWR_AddTransparentWall(wallVerts, Surf, texnum, blendmode, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
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HWR_ProjectWall(wallVerts, Surf, blendmode, lightnum, colormap);
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top = bot;
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endtop = endbot;
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@ -1016,12 +1016,12 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum,
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wallVerts[0].y = bot;
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wallVerts[1].y = endbot;
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if (cutflag & FF_FOG)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
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else if (cutflag & FF_TRANSLUCENT)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
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if (blendmode & PF_Fog)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, blendmode, true, lightnum, colormap);
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else if (blendmode & (PF_Translucent|PF_Additive|PF_Substractive|PF_Environment))
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HWR_AddTransparentWall(wallVerts, Surf, texnum, blendmode, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
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HWR_ProjectWall(wallVerts, Surf, blendmode, lightnum, colormap);
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}
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// HWR_DrawSkyWall
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@ -1201,12 +1201,19 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, PF_Environment, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
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{
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FBITFIELD blendmode = PF_Masked;
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Environment;
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL, blendmode);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, blendmode, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
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}
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}
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// check BOTTOM TEXTURE
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@ -1267,12 +1274,19 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, PF_Environment, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
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{
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FBITFIELD blendmode = PF_Masked;
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Environment;
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL, blendmode);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, blendmode, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
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}
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}
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gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
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if (gl_midtexture)
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@ -1490,10 +1504,10 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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if (gl_frontsector->numlights)
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{
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if (!(blendmode & PF_Masked))
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL);
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL, blendmode);
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else
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{
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, blendmode);
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}
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}
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else if (!(blendmode & PF_Masked))
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@ -1574,15 +1588,21 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
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wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
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// I don't think that solid walls can use translucent linedef types...
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
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else
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{
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FBITFIELD blendmode = PF_Masked;
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, PF_Environment, false, lightnum, colormap);
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blendmode = PF_Environment;
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// I don't think that solid walls can use translucent linedef types...
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, blendmode);
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else
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HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
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{
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, blendmode, false, lightnum, colormap);
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else
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HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
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}
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}
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}
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@ -1727,7 +1747,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
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HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover, blendmode);
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else
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HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
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}
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@ -1749,7 +1769,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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}
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if (gl_frontsector->numlights)
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HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover);
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HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover, blendmode);
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else
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{
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if (blendmode != PF_Masked)
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@ -1834,7 +1854,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
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if (gl_backsector->numlights)
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HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover);
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HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover, blendmode);
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else
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HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
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}
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@ -1856,7 +1876,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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}
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if (gl_backsector->numlights)
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HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover);
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HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover, blendmode);
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else
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{
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if (blendmode != PF_Masked)
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