mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-19 07:31:03 +00:00
- removed the old section builder
This commit is contained in:
parent
b0e4b49771
commit
f6d852b5a0
10 changed files with 40 additions and 405 deletions
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@ -1058,7 +1058,6 @@ set (PCH_SOURCES
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core/rendering/hw_models.cpp
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core/rendering/hw_voxels.cpp
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core/rendering/hw_palmanager.cpp
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core/rendering/hw_sections.cpp
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core/rendering/hw_sections2.cpp
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core/rendering/scene/hw_clipper.cpp
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core/rendering/scene/hw_walls.cpp
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@ -47,7 +47,6 @@
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#include "render.h"
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#include "hw_sections.h"
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#include "interpolate.h"
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#include "hw_sections2.h"
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#include "games/blood/src/mapstructs.h"
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extern BitArray clipsectormap;
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@ -489,7 +488,6 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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md4once(buffer.Data(), buffer.Size(), md4);
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G_LoadMapHack(filename, md4, sprites);
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setWallSectors();
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hw_BuildSections();
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hw_CreateSections2();
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sectionGeometry.SetSize(sections2.Size());
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@ -1,372 +0,0 @@
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/*
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** hw_sectiona.cpp
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** For decoupling the renderer from internal Build structures
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** The sole reason for existence of this file is that Build's sector setup
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** does not allow for easy splitting of sectors, either for having disjoint parts
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** or requiring partial rendering. So we need to add a superstructure
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** where we can shuffle around some content without disturbing the original
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** order...
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**
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*/
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#include "hw_sections.h"
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#include "sectorgeometry.h"
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#include "gamefuncs.h"
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FMemArena tempsectionArena(102400);
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TArray<SectionLine> sectionLines;
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TArray<Section> Sections;
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TArray<TArray<int>> sectionspersector; // reverse map, mainly for the automap
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int numsectionlines;
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void hw_SplitSector(int sector, int startpos, int endpos);
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TArray<int> splits;
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void hw_BuildSections()
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{
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Sections.Resize(numsectors);
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memset(Sections.Data(), 0, numsectors * sizeof(Section));
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sectionspersector.Resize(numsectors);
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sectionLines.Resize(numwalls * 5 / 4); // cannot reallocate, unfortunately.
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numsectionlines = numwalls;
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for (int i = 0; i < numsectors; i++)
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{
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Sections[i].sector = i;
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auto lines = (int*)tempsectionArena.Alloc(sector[i].wallnum * sizeof(int));
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Sections[i].lines.Set(lines, sector[i].wallnum);
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for (int j = 0; j < sector[i].wallnum; j++) Sections[i].lines[j] = sector[i].wallptr + j;
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sectionspersector[i].Resize(1);
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sectionspersector[i][0] = i;
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}
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// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
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numsectionlines = numwalls;
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for (int i = 0; i < numwalls; i++)
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{
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auto& wal = wall[i];
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sectionLines[i].startpoint = sectionLines[i].wall = i;
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sectionLines[i].endpoint = wal.point2;
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sectionLines[i].partner = wal.nextwall;
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sectionLines[i].section = wal.sector;
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sectionLines[i].partnersection = wal.nextsector;
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sectionLines[i].point2index = 0;
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if (wal.sector == -1)
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Printf("Warning: Wall %d without a sector!\n", wall.IndexOf(&wal));
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else
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sectionLines[i].point2index = wal.point2 - wal.sectorp()->wallptr;
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}
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for (unsigned i = 0; i < splits.Size(); i += 3)
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hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]);
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}
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static void SplitSection(int section, int start, int end)
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{
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#if 0 // disabled until refactoring. This code is a mess and needs to be redone.
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// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
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// This also can only apply a single split to a given sector.
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int firstsection = Sections.Reserve(2);
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int secondsection = firstsection+1;
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auto& sect = Sections[section];
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Section* sect1 = &Sections[firstsection];
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Section* sect2 = &Sections[secondsection];
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sect1->sector = sect.sector;
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sect2->sector = sect.sector;
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sect1->lines.Clear();
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sect2->lines.Clear();
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for (int aline : sect.lines)
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{
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int line = sectionLines[aline].wall;
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if (line < start || line >= end)
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{
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sect1->lines.Push(aline);
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}
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if (line == start)
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{
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sect1->lines.Push(-1);
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sect2->lines.Push(-1);
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}
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if (line >= start && line < end)
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{
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sect2->lines.Push(aline);
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}
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}
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int firstnewline = numsectionlines;
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int thisline = numsectionlines;
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int splitline1 = 0, splitline2 = 0;
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//numsectionlines += sect1->lines.Size() + 1;
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for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines)
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{
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int sline = sect1->lines[i];
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sect1->lines[i] = thisline;
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if (sline != -1)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = Sections.IndexOf(sect1);
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if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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// relink the partner
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if (newline.partner >= 0)
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{
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auto& partnerline = sectionLines[newline.partner];
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partnerline.partner = thisline;
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partnerline.partnersection = newline.section;
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}
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thisline++;
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}
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else
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{
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splitline1 = thisline++;
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sectionLines[splitline1].wall = -1;
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sectionLines[splitline1].section = Sections.IndexOf(sect1);
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sectionLines[splitline1].partnersection = Sections.IndexOf(sect2);
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sectionLines[splitline1].startpoint = start;
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sectionLines[splitline1].endpoint = end;
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sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
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}
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}
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firstnewline = thisline;
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for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines)
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{
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int sline = sect2->lines[i];
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sect2->lines[i] = thisline;
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if (sline != -1)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = Sections.IndexOf(sect1);
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if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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// relink the partner
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if (newline.partner >= 0)
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{
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auto& partnerline = sectionLines[newline.partner];
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partnerline.partner = thisline;
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partnerline.partnersection = newline.section;
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}
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thisline++;
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}
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else
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{
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splitline2 = thisline++;
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sectionLines[splitline2].wall = -1;
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sectionLines[splitline2].section = Sections.IndexOf(sect2);
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sectionLines[splitline2].partnersection = Sections.IndexOf(sect1);
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sectionLines[splitline2].startpoint = end;
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sectionLines[splitline2].endpoint = start;
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sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
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}
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}
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sectionLines[splitline1].partner = splitline2;
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sectionLines[splitline2].partner = splitline1;
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sectionspersector[sect.sector].Resize(2);
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sectionspersector[sect.sector][0] = Sections.IndexOf(sect1);
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sectionspersector[sect.sector][1] = Sections.IndexOf(sect2);
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#endif
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}
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void hw_SplitSector(int sectnum, int start, int end)
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{
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int wallstart = sector[sectnum].wallptr;
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int wallend = wallstart + sector[sectnum].wallnum;
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if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return;
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for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++)
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{
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int sect = sectionspersector[sectnum][i];
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bool foundstart = false, foundend = false;
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for (int aline : Sections[sect].lines)
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{
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int line = sectionLines[aline].wall;
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if (line == start) foundstart = true;
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if (line == end) foundend = true;
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}
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if (foundstart && foundend)
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{
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sectionspersector[sectnum].Delete(i);
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SplitSection(sect, start, end);
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return;
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}
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}
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}
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void hw_SetSplitSector(int sectnum, int start, int end)
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{
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splits.Push(sectnum);
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splits.Push(start);
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splits.Push(end);
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}
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void hw_ClearSplitSector()
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{
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splits.Clear();
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}
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// this got dumped here to move it out of the way.
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static FVector3 CalcNormal(sectortype* sector, int plane)
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{
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return { 0,0,0 };
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}
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class UVCalculator1
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{
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sectortype* sect;
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int myplane;
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int stat;
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float z1;
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int ix1;
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int iy1;
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int ix2;
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int iy2;
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float sinalign, cosalign;
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FGameTexture* tex;
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float xpanning, ypanning;
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float xscaled, yscaled;
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FVector2 offset;
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public:
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UVCalculator1(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
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{
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float xpan, ypan;
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sect = sec;
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tex = tx;
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myplane = plane;
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offset = off;
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auto firstwall = sec->firstWall();
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ix1 = firstwall->x;
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iy1 = firstwall->y;
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ix2 = firstwall->point2Wall()->x;
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iy2 = firstwall->point2Wall()->y;
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if (plane == 0)
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{
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stat = sec->floorstat;
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xpan = sec->floorxpan_;
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ypan = sec->floorypan_;
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PlanesAtPoint(sec, ix1, iy1, nullptr, &z1);
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}
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else
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{
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stat = sec->ceilingstat;
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xpan = sec->ceilingxpan_;
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ypan = sec->ceilingypan_;
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PlanesAtPoint(sec, ix1, iy1, &z1, nullptr);
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}
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DVector2 dv = { double(ix2 - ix1), -double(iy2 - iy1) };
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auto vang = dv.Angle() - 90.;
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cosalign = float(vang.Cos());
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sinalign = float(vang.Sin());
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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xpanning = xpan / 256.f;
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ypanning = ypan / 256.f;
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
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if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN))
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{
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// This is necessary to adjust for some imprecisions in the math.
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// To calculate the inverse Build performs an integer division with significant loss of precision
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// that can cause the texture to be shifted by multiple pixels.
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// The code below calculates the amount of this deviation so that it can be added back to the formula.
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int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1));
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if (len != 0)
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{
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int i = 1048576 / len;
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scalefactor *= 1048576.f / (i * len);
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}
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}
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xscaled = scalefactor * pow2width;
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yscaled = scalefactor * pow2height;
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}
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FVector2 GetUV(int x, int y, float z)
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{
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float tv, tu;
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if (stat & CSTAT_SECTOR_ALIGN)
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{
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float dx = (float)(x - ix1);
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float dy = (float)(y - iy1);
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tu = -(dx * sinalign + dy * cosalign);
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tv = (dx * cosalign - dy * sinalign);
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if (stat & CSTAT_SECTOR_SLOPE)
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{
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float dz = (z - z1) * 16;
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float newtv = sqrt(tv * tv + dz * dz);
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tv = tv < 0 ? -newtv : newtv;
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}
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}
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else
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{
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tu = x - offset.X;
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tv = -y - offset.Y;
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}
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if (stat & CSTAT_SECTOR_SWAPXY)
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std::swap(tu, tv);
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if (stat & CSTAT_SECTOR_XFLIP) tu = -tu;
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if (stat & CSTAT_SECTOR_YFLIP) tv = -tv;
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return { tu / xscaled + xpanning, tv / yscaled + ypanning };
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}
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};
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@ -50,10 +50,14 @@ struct Section
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TArrayView<Section2Loop> loops;
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};
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extern TArray<Section> Sections;
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extern TArray<TArray<int>> sectionspersector; // reverse map, mainly for the automap
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extern TArray<Section> sections2;
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extern TArrayView<TArrayView<Section*>> sections2PerSector;
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void hw_CreateSections2();
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using Outline = TArray<TArray<vec2_t>>;
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using Point = std::pair<float, float>;
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using FOutline = std::vector<std::vector<Point>>; // Data type was chosen so it can be passed directly into Earcut.
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Outline BuildOutline(Section* section);
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void hw_BuildSections();
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void hw_SetSplitSector(int sector, int startpos, int endpos);
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void hw_ClearSplitSector();
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@ -39,7 +39,7 @@
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*/
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#include "build.h"
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#include "hw_sections2.h"
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#include "hw_sections.h"
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#include "memarena.h"
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#include "c_cvars.h"
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@ -48,8 +48,10 @@ FMemArena sectionArena(102400);
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CVAR(Bool, hw_sectiondebug, false, 0)
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TMap<int, bool> bugged;
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TArray<Section*> sections2;
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TArray<SectionLine> sectionLines;
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TArray<Section> sections2;
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TArrayView<TArrayView<Section*>> sections2PerSector;
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TArray<int> splits;
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struct loopcollect
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{
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@ -564,9 +566,8 @@ static void ConstructSections(TArray<sectionbuildsector>& builders)
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auto& builder = builders[i];
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for (unsigned j = 0; j < builder.sections.Size(); j++)
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{
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auto section = (Section*)sectionArena.Calloc(sizeof(Section));
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auto section = §ions2[cursection];
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auto& srcsect = builder.sections[j];
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sections2[cursection] = section;
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sections2PerSector[i][j] = section;
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section->sector = i;
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section->index = cursection++;
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@ -678,6 +679,20 @@ Outline BuildOutline(Section* section)
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}
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void hw_SetSplitSector(int sectnum, int start, int end)
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{
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splits.Push(sectnum);
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splits.Push(start);
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splits.Push(end);
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}
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void hw_ClearSplitSector()
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{
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splits.Clear();
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}
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#include "c_dispatch.h"
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#include "engineerrors.h"
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@ -1,10 +1,2 @@
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#include "hw_sections.h"
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extern TArray<Section*> sections2;
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extern TArrayView<TArrayView<Section*>> sections2PerSector;
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||||
|
||||
void hw_CreateSections2();
|
||||
using Outline = TArray<TArray<vec2_t>>;
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||||
using Point = std::pair<float, float>;
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using FOutline = std::vector<std::vector<Point>> ; // Data type was chosen so it can be passed directly into Earcut.
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Outline BuildOutline(Section* section);
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||||
|
|
|
@ -88,7 +88,8 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
|
|||
|
||||
void BunchDrawer::StartScene()
|
||||
{
|
||||
unsigned numsections = Sections.Size();
|
||||
//unsigned numsections = Sections.Size();
|
||||
unsigned numsections = sections2.Size();
|
||||
LastBunch = 0;
|
||||
StartTime = I_msTime();
|
||||
Bunches.Clear();
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||||
|
@ -565,7 +566,8 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
|
|||
|
||||
SetupSprite.Clock();
|
||||
|
||||
int sectnum = Sections[sectionnum].sector;
|
||||
//int sectnum = Sections[sectionnum].sector;
|
||||
int sectnum = sections2[sectionnum].sector;
|
||||
if (!gotsector[sectnum])
|
||||
{
|
||||
gotsector.Set(sectnum);
|
||||
|
@ -603,7 +605,8 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
|
|||
|
||||
//Todo: process subsectors
|
||||
inbunch = false;
|
||||
auto section = &Sections[sectionnum];
|
||||
//auto section = &Sections[sectionnum];
|
||||
auto section = §ions2[sectionnum];
|
||||
for (unsigned i = 0; i < section->lines.Size(); i++)
|
||||
{
|
||||
auto thisline = §ionLines[section->lines[i]];
|
||||
|
@ -651,17 +654,17 @@ void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool p
|
|||
|
||||
for (unsigned i = 0; i < sectcount; i++)
|
||||
{
|
||||
for (auto j : sectionspersector[viewsectors[i]])
|
||||
for (auto j : sections2PerSector[viewsectors[i]])
|
||||
{
|
||||
sectionstartang[j] = 0;
|
||||
sectionendang[j] = int(angrange.asbam());
|
||||
sectionstartang[j->index] = 0;
|
||||
sectionendang[j->index] = int(angrange.asbam());
|
||||
}
|
||||
}
|
||||
for (unsigned i = 0; i < sectcount; i++)
|
||||
{
|
||||
for (auto j : sectionspersector[viewsectors[i]])
|
||||
for (auto j : sections2PerSector[viewsectors[i]])
|
||||
{
|
||||
ProcessSection(j, portal);
|
||||
ProcessSection(j->index, portal);
|
||||
}
|
||||
}
|
||||
while (Bunches.Size() > 0)
|
||||
|
|
|
@ -36,7 +36,7 @@
|
|||
#include "hw_drawstructs.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include "sectorgeometry.h"
|
||||
#include "hw_sections2.h"
|
||||
#include "hw_sections.h"
|
||||
|
||||
#ifdef _DEBUG
|
||||
CVAR(Int, gl_breaksec, -1, 0)
|
||||
|
@ -100,7 +100,7 @@ void HWFlat::MakeVertices()
|
|||
if (Sprite == nullptr)
|
||||
{
|
||||
TArray<int>* pIndices;
|
||||
auto mesh = sectionGeometry.get(sections2[section], plane, geoofs, &pIndices);
|
||||
auto mesh = sectionGeometry.get(§ions2[section], plane, geoofs, &pIndices);
|
||||
|
||||
auto ret = screen->mVertexData->AllocVertices(pIndices->Size());
|
||||
auto vp = ret.first;
|
||||
|
@ -162,7 +162,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
|
|||
if (!Sprite)
|
||||
{
|
||||
TArray<int> *indices;
|
||||
auto mesh = sectionGeometry.get(sections2[section], plane, geoofs, &indices);
|
||||
auto mesh = sectionGeometry.get(§ions2[section], plane, geoofs, &indices);
|
||||
state.SetNormal(mesh->normal);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -63,7 +63,6 @@
|
|||
#include "ns.h"
|
||||
#include "serialize_obj.h"
|
||||
#include "games/blood/src/mapstructs.h"
|
||||
#include "hw_sections2.h"
|
||||
#include <zlib.h>
|
||||
|
||||
|
||||
|
@ -725,7 +724,6 @@ void SerializeMap(FSerializer& arc)
|
|||
if (arc.isReading())
|
||||
{
|
||||
setWallSectors();
|
||||
hw_BuildSections();
|
||||
hw_CreateSections2();
|
||||
sectionGeometry.SetSize(sections2.Size());
|
||||
}
|
||||
|
|
|
@ -33,7 +33,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "gamefuncs.h"
|
||||
#include "hw_sections.h"
|
||||
#include "sectorgeometry.h"
|
||||
#include "hw_sections2.h"
|
||||
|
||||
#include "blood.h"
|
||||
|
||||
|
@ -728,7 +727,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
|
|||
}
|
||||
|
||||
setWallSectors();
|
||||
hw_BuildSections();
|
||||
hw_CreateSections2();
|
||||
sectionGeometry.SetSize(sections2.Size());
|
||||
wallbackup = wall;
|
||||
|
|
Loading…
Reference in a new issue