this might work a little better :/ I hate duplicate code, but making the

enter/leave face functions use common code would be a pain.
This commit is contained in:
Bill Currie 2000-11-13 19:52:32 +00:00
parent 05f66b4c66
commit 1ed9378fa4

View file

@ -391,8 +391,8 @@ set_vertex (glpoly_t *p, vec3_t v, int face)
find_cube_vertex
get the coords of the vertex common to the three specified faces of the
cube. NOTE: this WILL break if the three faces are do not share a
common vertex.
cube. NOTE: this WILL break if the three faces do not share a common
vertex.
*/
static void
find_cube_vertex (int face1, int face2, int face3, vec3_t v)
@ -402,16 +402,46 @@ find_cube_vertex (int face1, int face2, int face3, vec3_t v)
v[face3 % 3] = 1024 * (1 - 2 * (face3 / 3));
}
struct box_def {
int tex, enter, leave;
glpoly_t poly;
float verts[32][VERTEXSIZE];
};
static void
enter_face (struct box_def *box, int prev_face, int face)
{
if (box[face].leave >=0 && box[face].leave != prev_face) {
vec3_t t;
find_cube_vertex (prev_face, face, box[face].leave, t);
set_vertex(&box[face].poly, t, prev_face);
box[face].enter = -1;
} else {
box[face].enter = face;
}
box[face].leave = -1;
}
static void
leave_face (struct box_def *box, int prev_face, int face)
{
if (box[prev_face].enter >=0 && box[prev_face].enter != face) {
vec3_t t;
find_cube_vertex (prev_face, face, box[prev_face].enter, t);
set_vertex(&box[prev_face].poly, t, prev_face);
box[prev_face].leave = -1;
} else {
box[prev_face].leave = face;
}
box[prev_face].enter = -1;
}
void
R_DrawSkyBoxPoly (glpoly_t *poly)
{
static int skytex_offs[] = {3, 0, 4, 1, 2, 5};
vec3_t v, last_v;
struct {
int tex, enter, leave;
glpoly_t poly;
float verts[32][VERTEXSIZE];
} box[6];
struct box_def box[6];
int i, j;
int face, prev_face;
@ -440,24 +470,8 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
find_intersect (prev_face, last_v, face, v, l);
set_vertex(&box[prev_face].poly, l, prev_face);
if (box[prev_face].enter >=0 && box[prev_face].enter != face) {
vec3_t t;
find_cube_vertex (prev_face, face, box[face].enter, t);
set_vertex(&box[prev_face].poly, t, prev_face);
box[prev_face].enter = -1;
} else {
box[prev_face].enter = -1;
box[prev_face].leave = face;
}
if (box[face].leave >=0 && box[face].leave != prev_face) {
vec3_t t;
find_cube_vertex (prev_face, face, box[face].leave, t);
set_vertex(&box[face].poly, t, face);
box[face].leave = -1;
} else {
box[face].enter = prev_face;
box[face].leave = -1;
}
leave_face (box, prev_face, face);
enter_face (box, prev_face, face);
set_vertex(&box[face].poly, l, face);
}
}