diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 460a01788..b58bd3ad5 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -834,7 +834,7 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) // // HWR_SplitWall // -static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor) +static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags) { /* SoM: split up and light walls according to the lightlist. This may also include leaving out parts @@ -972,11 +972,11 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, wallVerts[1].y = endbot; if (cutflag & FF_FOG) - HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap); + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture|polyflags, true, lightnum, colormap); else if (cutflag & FF_TRANSLUCENT) - HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap); + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent|polyflags, false, lightnum, colormap); else - HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap); + HWR_ProjectWall(wallVerts, Surf, PF_Masked|polyflags, lightnum, colormap); top = bot; endtop = endbot; @@ -1001,11 +1001,11 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, wallVerts[1].y = endbot; if (cutflag & FF_FOG) - HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap); + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture|polyflags, true, lightnum, colormap); else if (cutflag & FF_TRANSLUCENT) - HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap); + HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent|polyflags, false, lightnum, colormap); else - HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap); + HWR_ProjectWall(wallVerts, Surf, PF_Masked|polyflags, lightnum, colormap); } // HWR_DrawSkyWall @@ -1186,7 +1186,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope); if (gl_frontsector->numlights) - HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL); + HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL, 0); else if (grTex->mipmap.flags & TF_TRANSPARENT) HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, PF_Environment, false, lightnum, colormap); else @@ -1252,7 +1252,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope); if (gl_frontsector->numlights) - HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL); + HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL, 0); else if (grTex->mipmap.flags & TF_TRANSPARENT) HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, PF_Environment, false, lightnum, colormap); else @@ -1468,13 +1468,17 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf); } + // Render midtextures on two-sided lines with a z-buffer offset. + // This will cause the midtexture appear on top, if a FOF overlaps with it. + blendmode |= PF_Decal; + if (gl_frontsector->numlights) { if (!(blendmode & PF_Masked)) - HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL); + HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL, PF_Decal); else { - HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL); + HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, PF_Decal); } } else if (!(blendmode & PF_Masked)) @@ -1557,7 +1561,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // I don't think that solid walls can use translucent linedef types... if (gl_frontsector->numlights) - HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL); + HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, 0); else { if (grTex->mipmap.flags & TF_TRANSPARENT) @@ -1720,7 +1724,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap); if (gl_frontsector->numlights) - HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover); + HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover, 0); else HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap); } @@ -1735,7 +1739,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } if (gl_frontsector->numlights) - HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover); + HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover, 0); else { if (blendmode != PF_Masked) @@ -1832,7 +1836,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap); if (gl_backsector->numlights) - HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover); + HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover, 0); else HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap); } @@ -1847,7 +1851,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } if (gl_backsector->numlights) - HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover); + HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover, 0); else { if (blendmode != PF_Masked)