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- hooking up the vertex map with the rest of the engine.
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commit
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3 changed files with 102 additions and 25 deletions
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@ -34,6 +34,8 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "binaryangle.h"
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#include "dobject.h"
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void MarkVerticesForSector(int sector);
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//=============================================================================
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//
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// Constants
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@ -222,30 +224,12 @@ struct sectortype
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int32_t ceilingz;
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int32_t floorz;
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void setceilingz(int cc, bool temp = false)
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{
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ceilingz = cc;
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}
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void setfloorz(int cc, bool temp = false)
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{
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floorz = cc;
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}
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void addceilingz(int cc, bool temp = false)
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{
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ceilingz += cc;
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}
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void addfloorz(int cc, bool temp = false)
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{
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floorz += cc;
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}
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int32_t* ceilingzptr(bool temp = false)
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{
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return &ceilingz;
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}
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int32_t* floorzptr(bool temp = false)
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{
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return &floorz;
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}
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void setceilingz(int cc, bool temp = false);
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void setfloorz(int cc, bool temp = false);
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void addceilingz(int cc, bool temp = false);
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void addfloorz(int cc, bool temp = false);
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int32_t* ceilingzptr(bool temp = false);
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int32_t* floorzptr(bool temp = false);
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#endif
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@ -741,6 +725,40 @@ inline int walltype::Length()
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return length;
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}
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#ifndef SECTOR_HACKJOB
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inline void sectortype::setceilingz(int cc, bool temp)
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{
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ceilingz = cc;
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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}
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inline void sectortype::setfloorz(int cc, bool temp)
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{
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floorz = cc;
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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}
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inline void sectortype::addceilingz(int cc, bool temp)
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{
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ceilingz += cc;
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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}
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inline void sectortype::addfloorz(int cc, bool temp)
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{
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floorz += cc;
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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}
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inline int32_t* sectortype::ceilingzptr(bool temp)
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{
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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return &ceilingz;
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}
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inline int32_t* sectortype::floorzptr(bool temp)
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{
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if (!temp) MarkVerticesForSector(sector.IndexOf(this));
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return &floorz;
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}
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#endif
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//=============================================================================
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//
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// Map loader stuff
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@ -43,6 +43,7 @@ extern FMemArena sectionArena; // allocate from the same arena as the section as
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TArray<int> vertexMap; // maps walls to the vertex data.
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TArray<vertex_t> vertices;
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TArray<TArrayView<int>> verticespersector;
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void CreateVertexMap()
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@ -51,10 +52,13 @@ void CreateVertexMap()
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processed.Zero();
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TArray<int> walls;
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TArray<int> sectors;
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TArray<int> countpersector(sector.Size(), true);
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vertices.Clear();
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vertexMap.Resize(wall.Size());
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verticespersector.Resize(sector.Size());
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for (auto& c : countpersector) c = 0;
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for (unsigned i = 0; i < wall.Size(); i++)
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{
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if (processed[i]) continue;
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@ -64,10 +68,14 @@ void CreateVertexMap()
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vertexscan(&wall[i], [&](walltype* wal)
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{
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int w = wallnum(wal);
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if (processed[w]) return; // broken wall setups can trigger this.
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walls.Push(w);
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processed.Set(w);
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if (!sectors.Contains(wal->sector))
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{
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sectors.Push(wal->sector);
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countpersector[wal->sector]++;
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}
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});
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vertices.Reserve(1);
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@ -90,6 +98,47 @@ void CreateVertexMap()
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// 2x number of sectors is currently the upper bound for the number of associated heights.
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newvert->heightlist = (float*)sectionArena.Alloc(sectors.Size() * sizeof(float));
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// create the inverse map to assign vertices to sectors. This is needed by the dirty marking code.
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for (unsigned ii = 0; ii < sector.Size(); ii++)
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{
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auto sdata = (int*)sectionArena.Alloc(countpersector[ii] * sizeof(int));
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verticespersector[ii].Set(sdata, countpersector[ii]);
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countpersector[ii] = 0;
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}
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for (unsigned ii = 0; ii < vertices.Size(); ii++)
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{
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for (auto sec : vertices[ii].sectors)
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{
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verticespersector[sec][countpersector[sec]++] = ii;
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}
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}
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}
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#if 0
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for (unsigned i = 0; i < vertices.Size(); i++)
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{
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Printf("Vertex %d at (%2.3f, %2.3f)\n", i, wall[vertices[i].masterwall].pos.X / 16., wall[vertices[i].masterwall].pos.Y / -16.);
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Printf(" Walls: ");
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for (auto wal : vertices[i].walls) Printf("%d ", wal);
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Printf("\n");
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Printf(" Sectors: ");
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for (auto wal : vertices[i].sectors) Printf("%d ", wal);
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Printf("\n");
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}
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#endif
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void MarkVerticesForSector(int sector)
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{
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for (auto vert : verticespersector[sector])
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{
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vertices[vert].dirty = true;
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}
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}
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@ -102,6 +151,8 @@ void CreateVertexMap()
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void vertex_t::RecalcVertexHeights()
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{
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numheights = 0;
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dirty = false;
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if (sectors.Size() == 1) return; // no need to bother
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for (auto& sect : sectors)
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{
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float heights[2];
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@ -126,7 +177,6 @@ void vertex_t::RecalcVertexHeights()
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}
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}
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if (numheights <= 2) numheights = 0; // is not in need of any special attention
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dirty = false;
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}
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@ -32,6 +32,7 @@
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#include "hw_renderstate.h"
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#include "hw_skydome.h"
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#include "hw_drawstructs.h"
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#include "hw_vertexmap.h"
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#include "gamefuncs.h"
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#include "cmdlib.h"
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@ -999,6 +1000,14 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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RenderStyle = STYLE_Translucent;
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texture = NULL;
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if (gl_seamless)
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{
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auto v = &vertices[vertexMap[wallnum(wal)]];
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if (v->dirty) v->RecalcVertexHeights();
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v = &vertices[vertexMap[wal->point2]];
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if (v->dirty) v->RecalcVertexHeights();
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}
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/*
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if (wal->linedef->special == Line_Horizon)
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{
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