mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- renamed the texture coord variables in GLWall.
It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
This commit is contained in:
parent
51baa7d137
commit
2b92048a5b
6 changed files with 106 additions and 104 deletions
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@ -526,6 +526,7 @@ bool GLFlat::PutFlatCompat(bool fog)
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddFlat(this);
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return true;
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}
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@ -559,14 +560,14 @@ void GLWall::RenderFogBoundaryCompat()
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glDepthFunc(GL_LEQUAL);
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glColor4f(fc[0], fc[1], fc[2], fogd1);
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(lolft.u, lolft.v);
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glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v);
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glVertex3f(glseg.x1, zbottom[0], glseg.y1);
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glTexCoord2f(uplft.u, uplft.v);
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glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v);
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glVertex3f(glseg.x1, ztop[0], glseg.y1);
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glColor4f(fc[0], fc[1], fc[2], fogd2);
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glTexCoord2f(uprgt.u, uprgt.v);
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glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v);
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glVertex3f(glseg.x2, ztop[1], glseg.y2);
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glTexCoord2f(lorgt.u, lorgt.v);
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glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v);
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glVertex3f(glseg.x2, zbottom[1], glseg.y2);
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glEnd();
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glDepthFunc(GL_LESS);
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@ -326,7 +326,7 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
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GLWall * ws1;
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ws1=&walls[walls.Size()-1];
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ws=&walls[drawitems[sort->itemindex].index]; // may have been reallocated!
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float newtexv = ws->uplft.v + ((ws->lolft.v - ws->uplft.v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
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float newtexv = ws->tcs[GLWall::UPLFT].v + ((ws->tcs[GLWall::LOLFT].v - ws->tcs[GLWall::UPLFT].v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
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// I make the very big assumption here that translucent walls in sloped sectors
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// and 3D-floors never coexist in the same level. If that were the case this
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@ -334,12 +334,12 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
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if (!ceiling)
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{
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ws->ztop[1] = ws1->zbottom[1] = ws->ztop[0] = ws1->zbottom[0] = fh->z;
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ws->uprgt.v = ws1->lorgt.v = ws->uplft.v = ws1->lolft.v = newtexv;
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ws->tcs[GLWall::UPRGT].v = ws1->tcs[GLWall::LORGT].v = ws->tcs[GLWall::UPLFT].v = ws1->tcs[GLWall::LOLFT].v = newtexv;
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}
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else
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{
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ws1->ztop[1] = ws->zbottom[1] = ws1->ztop[0] = ws->zbottom[0] = fh->z;
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ws1->uplft.v = ws->lolft.v = ws1->uprgt.v = ws->lorgt.v=newtexv;
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ws1->tcs[GLWall::UPLFT].v = ws->tcs[GLWall::LOLFT].v = ws1->tcs[GLWall::UPRGT].v = ws->tcs[GLWall::LORGT].v=newtexv;
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}
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}
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@ -462,7 +462,7 @@ void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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float ix=(float)(ws->glseg.x1+r*(ws->glseg.x2-ws->glseg.x1));
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float iy=(float)(ws->glseg.y1+r*(ws->glseg.y2-ws->glseg.y1));
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float iu=(float)(ws->uplft.u + r * (ws->uprgt.u - ws->uplft.u));
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float iu=(float)(ws->tcs[GLWall::UPLFT].u + r * (ws->tcs[GLWall::UPRGT].u - ws->tcs[GLWall::UPLFT].u));
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float izt=(float)(ws->ztop[0]+r*(ws->ztop[1]-ws->ztop[0]));
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float izb=(float)(ws->zbottom[0]+r*(ws->zbottom[1]-ws->zbottom[0]));
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@ -475,7 +475,7 @@ void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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ws1->glseg.y1=ws->glseg.y2=iy;
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ws1->ztop[0]=ws->ztop[1]=izt;
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ws1->zbottom[0]=ws->zbottom[1]=izb;
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ws1->lolft.u = ws1->uplft.u = ws->lorgt.u = ws->uprgt.u = iu;
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ws1->tcs[GLWall::LOLFT].u = ws1->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
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SortNode * sort2=SortNodes.GetNew();
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memset(sort2,0,sizeof(SortNode));
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@ -61,14 +61,14 @@ EXTERN_CVAR(Bool, gl_seamless)
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//
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//==========================================================================
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void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
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void GLWall::SplitUpperEdge(FFlatVertex *&ptr)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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float facu = (tcs[2].u - tcs[1].u) / polyw;
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float facv = (tcs[2].v - tcs[1].v) / polyw;
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float facu = (tcs[UPRGT].u - tcs[UPLFT].u) / polyw;
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float facv = (tcs[UPRGT].v - tcs[UPLFT].v) / polyw;
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float fact = (ztop[1] - ztop[0]) / polyw;
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float facc = (zceil[1] - zceil[0]) / polyw;
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float facf = (zfloor[1] - zfloor[0]) / polyw;
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@ -85,8 +85,8 @@ void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
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ptr->x = cseg->v2->fX();
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ptr->y = cseg->v2->fY();
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ptr->z = ztop[0] + fact * fracfac;
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ptr->u = tcs[1].u + facu * fracfac;
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ptr->v = tcs[1].v + facv * fracfac;
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ptr->u = tcs[UPLFT].u + facu * fracfac;
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ptr->v = tcs[UPLFT].v + facv * fracfac;
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ptr++;
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}
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}
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@ -97,14 +97,14 @@ void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
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//
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//==========================================================================
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void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
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void GLWall::SplitLowerEdge(FFlatVertex *&ptr)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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float facu = (tcs[3].u - tcs[0].u) / polyw;
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float facv = (tcs[3].v - tcs[0].v) / polyw;
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float facu = (tcs[LORGT].u - tcs[LOLFT].u) / polyw;
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float facv = (tcs[LORGT].v - tcs[LOLFT].v) / polyw;
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float facb = (zbottom[1] - zbottom[0]) / polyw;
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float facc = (zceil[1] - zceil[0]) / polyw;
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float facf = (zfloor[1] - zfloor[0]) / polyw;
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@ -121,8 +121,8 @@ void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
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ptr->x = cseg->v2->fX();
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ptr->y = cseg->v2->fY();
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ptr->z = zbottom[0] + facb * fracfac;
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ptr->u = tcs[0].u + facu * fracfac;
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ptr->v = tcs[0].v + facv * fracfac;
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ptr->u = tcs[LOLFT].u + facu * fracfac;
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ptr->v = tcs[LOLFT].v + facv * fracfac;
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ptr++;
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}
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}
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@ -133,7 +133,7 @@ void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
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//
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//==========================================================================
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void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
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void GLWall::SplitLeftEdge(FFlatVertex *&ptr)
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{
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if (vertexes[0] == NULL) return;
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@ -144,8 +144,8 @@ void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
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int i = 0;
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float polyh1 = ztop[0] - zbottom[0];
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float factv1 = polyh1 ? (tcs[1].v - tcs[0].v) / polyh1 : 0;
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float factu1 = polyh1 ? (tcs[1].u - tcs[0].u) / polyh1 : 0;
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float factv1 = polyh1 ? (tcs[UPLFT].v - tcs[LOLFT].v) / polyh1 : 0;
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float factu1 = polyh1 ? (tcs[UPLFT].u - tcs[LOLFT].u) / polyh1 : 0;
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while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
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while (i<vi->numheights && vi->heightlist[i] < ztop[0])
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@ -153,8 +153,8 @@ void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
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ptr->x = glseg.x1;
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ptr->y = glseg.y1;
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ptr->z = vi->heightlist[i];
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ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u;
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ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v;
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ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].u;
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ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].v;
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ptr++;
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i++;
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}
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@ -167,7 +167,7 @@ void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
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//
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//==========================================================================
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void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
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void GLWall::SplitRightEdge(FFlatVertex *&ptr)
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{
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if (vertexes[1] == NULL) return;
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@ -178,8 +178,8 @@ void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
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int i = vi->numheights - 1;
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float polyh2 = ztop[1] - zbottom[1];
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float factv2 = polyh2 ? (tcs[2].v - tcs[3].v) / polyh2 : 0;
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float factu2 = polyh2 ? (tcs[2].u - tcs[3].u) / polyh2 : 0;
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float factv2 = polyh2 ? (tcs[UPRGT].v - tcs[LORGT].v) / polyh2 : 0;
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float factu2 = polyh2 ? (tcs[UPRGT].u - tcs[LORGT].u) / polyh2 : 0;
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while (i>0 && vi->heightlist[i] >= ztop[1]) i--;
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while (i>0 && vi->heightlist[i] > zbottom[1])
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@ -187,8 +187,8 @@ void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
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ptr->x = glseg.x2;
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ptr->y = glseg.y2;
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ptr->z = vi->heightlist[i];
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ptr->u = factu2*(vi->heightlist[i] - ztop[1]) + tcs[2].u;
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ptr->v = factv2*(vi->heightlist[i] - ztop[1]) + tcs[2].v;
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ptr->u = factu2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].u;
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ptr->v = factv2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].v;
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ptr++;
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i--;
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}
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@ -119,6 +119,13 @@ public:
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RWF_NORENDER = 8,
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};
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enum
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{
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LOLFT,
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UPLFT,
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UPRGT,
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LORGT,
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};
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friend struct GLDrawList;
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friend class GLPortal;
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@ -126,7 +133,7 @@ public:
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GLSeg glseg;
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vertex_t * vertexes[2]; // required for polygon splitting
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float ztop[2],zbottom[2];
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texcoord uplft, uprgt, lolft, lorgt;
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texcoord tcs[4];
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float alpha;
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FMaterial *gltexture;
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@ -236,10 +243,10 @@ private:
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void RenderMirrorSurface();
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void RenderTranslucentWall();
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void SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitLeftEdge (FFlatVertex *&ptr);
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void SplitRightEdge(FFlatVertex *&ptr);
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void SplitUpperEdge(FFlatVertex *&ptr);
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void SplitLowerEdge(FFlatVertex *&ptr);
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public:
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@ -297,10 +297,10 @@ void GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float ma
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copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
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copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
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copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
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copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
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copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
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copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
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copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
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copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u);
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copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v);
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copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
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copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
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copyWall1.SplitWall(frontsector, translucent);
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copyWall2.SplitWall(frontsector, translucent);
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copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
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copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
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copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
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copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
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copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
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copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
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copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
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copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u);
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copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v);
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copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
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copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
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copyWall1.SplitWall(frontsector, translucent);
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copyWall2.SplitWall(frontsector, translucent);
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@ -432,10 +432,10 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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flags |= GLWF_NOSPLITUPPER;
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ztop[0]=copyWall1.zbottom[0]=maplightbottomleft;
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ztop[1]=copyWall1.zbottom[1]=maplightbottomright;
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uplft.v=copyWall1.lolft.v=copyWall1.uplft.v+
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(maplightbottomleft-copyWall1.ztop[0])*(copyWall1.lolft.v-copyWall1.uplft.v)/(zbottom[0]-copyWall1.ztop[0]);
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uprgt.v=copyWall1.lorgt.v=copyWall1.uprgt.v+
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(maplightbottomright-copyWall1.ztop[1])*(copyWall1.lorgt.v-copyWall1.uprgt.v)/(zbottom[1]-copyWall1.ztop[1]);
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tcs[UPLFT].v=copyWall1.tcs[LOLFT].v=copyWall1.tcs[UPLFT].v+
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(maplightbottomleft-copyWall1.ztop[0])*(copyWall1.tcs[LOLFT].v-copyWall1.tcs[UPLFT].v)/(zbottom[0]-copyWall1.ztop[0]);
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tcs[UPRGT].v=copyWall1.tcs[LORGT].v=copyWall1.tcs[UPRGT].v+
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(maplightbottomright-copyWall1.ztop[1])*(copyWall1.tcs[LORGT].v-copyWall1.tcs[UPRGT].v)/(zbottom[1]-copyWall1.ztop[1]);
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copyWall1.Put3DWall(&lightlist[i], translucent);
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}
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if (ztop[0]==zbottom[0] && ztop[1]==zbottom[1])
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@ -574,8 +574,8 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
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if (tci)
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{
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uplft.v = tci->FloatToTexV(-ztop[0] + texturetop);
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lolft.v = tci->FloatToTexV(-zbottom[0] + texturetop);
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tcs[UPLFT].v = tci->FloatToTexV(-ztop[0] + texturetop);
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tcs[LOLFT].v = tci->FloatToTexV(-zbottom[0] + texturetop);
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}
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}
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else
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@ -595,7 +595,7 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
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if (tci)
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{
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lolft.v = uplft.v = tci->FloatToTexV(-ztop[0] + texturetop);
|
||||
tcs[LOLFT].v = tcs[UPLFT].v = tci->FloatToTexV(-ztop[0] + texturetop);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -612,8 +612,8 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
|
|||
|
||||
if (tci)
|
||||
{
|
||||
uprgt.v = tci->FloatToTexV(-ztop[1] + texturetop);
|
||||
lorgt.v = tci->FloatToTexV(-zbottom[1] + texturetop);
|
||||
tcs[UPRGT].v = tci->FloatToTexV(-ztop[1] + texturetop);
|
||||
tcs[LORGT].v = tci->FloatToTexV(-zbottom[1] + texturetop);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -632,12 +632,12 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
|
|||
zbottom[1] = ztop[1] = inter_y;
|
||||
if (tci)
|
||||
{
|
||||
lorgt.v = uprgt.v = tci->FloatToTexV(-ztop[1] + texturetop);
|
||||
tcs[LORGT].v = tcs[UPRGT].v = tci->FloatToTexV(-ztop[1] + texturetop);
|
||||
}
|
||||
}
|
||||
|
||||
uplft.u = lolft.u = l_ul + texlength * glseg.fracleft;
|
||||
uprgt.u = lorgt.u = l_ul + texlength * glseg.fracright;
|
||||
tcs[UPLFT].u = tcs[LOLFT].u = l_ul + texlength * glseg.fracleft;
|
||||
tcs[UPRGT].u = tcs[LORGT].u = l_ul + texlength * glseg.fracright;
|
||||
|
||||
if (gltexture != NULL)
|
||||
{
|
||||
|
@ -646,15 +646,15 @@ bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
|
|||
else if (flags & GLT_CLAMPY)
|
||||
{
|
||||
// for negative scales we can get negative coordinates here.
|
||||
normalize = (uplft.v > lolft.v || uprgt.v > lorgt.v);
|
||||
normalize = (tcs[UPLFT].v > tcs[LOLFT].v || tcs[UPRGT].v > tcs[LORGT].v);
|
||||
}
|
||||
if (normalize)
|
||||
{
|
||||
// we have to shift the y-coordinate from [-1..0] to [0..1] when using texture clamping with a negative scale
|
||||
uplft.v += 1.f;
|
||||
uprgt.v += 1.f;
|
||||
lolft.v += 1.f;
|
||||
lorgt.v += 1.f;
|
||||
tcs[UPLFT].v += 1.f;
|
||||
tcs[UPRGT].v += 1.f;
|
||||
tcs[LOLFT].v += 1.f;
|
||||
tcs[LORGT].v += 1.f;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -675,21 +675,21 @@ void GLWall::CheckTexturePosition()
|
|||
|
||||
// clamp texture coordinates to a reasonable range.
|
||||
// Extremely large values can cause visual problems
|
||||
if (uplft.v < uprgt.v)
|
||||
if (tcs[UPLFT].v < tcs[UPRGT].v)
|
||||
{
|
||||
sub = float(xs_FloorToInt(uplft.v));
|
||||
sub = float(xs_FloorToInt(tcs[UPLFT].v));
|
||||
}
|
||||
else
|
||||
{
|
||||
sub = float(xs_FloorToInt(uprgt.v));
|
||||
sub = float(xs_FloorToInt(tcs[UPRGT].v));
|
||||
}
|
||||
uplft.v -= sub;
|
||||
uprgt.v -= sub;
|
||||
lolft.v -= sub;
|
||||
lorgt.v -= sub;
|
||||
tcs[UPLFT].v -= sub;
|
||||
tcs[UPRGT].v -= sub;
|
||||
tcs[LOLFT].v -= sub;
|
||||
tcs[LORGT].v -= sub;
|
||||
|
||||
if ((uplft.v == 0.f && uprgt.v == 0.f && lolft.v <= 1.f && lorgt.v <= 1.f) ||
|
||||
(uplft.v >= 0.f && uprgt.v >= 0.f && lolft.v == 1.f && lorgt.v == 1.f))
|
||||
if ((tcs[UPLFT].v == 0.f && tcs[UPRGT].v == 0.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f) ||
|
||||
(tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v == 1.f && tcs[LORGT].v == 1.f))
|
||||
{
|
||||
flags |= GLT_CLAMPY;
|
||||
}
|
||||
|
@ -698,13 +698,13 @@ void GLWall::CheckTexturePosition()
|
|||
// This intentionally only tests the seg's frontsector.
|
||||
if (seg->frontsector->special == GLSector_Skybox)
|
||||
{
|
||||
sub = (float)xs_FloorToInt(uplft.u);
|
||||
uplft.u -= sub;
|
||||
uprgt.u -= sub;
|
||||
lolft.u -= sub;
|
||||
lorgt.u -= sub;
|
||||
if ((uplft.u == 0.f && lolft.u == 0.f && uprgt.u <= 1.f && lorgt.u <= 1.f) ||
|
||||
(uplft.u >= 0.f && lolft.u >= 0.f && uprgt.u == 1.f && lorgt.u == 1.f))
|
||||
sub = (float)xs_FloorToInt(tcs[UPLFT].u);
|
||||
tcs[UPLFT].u -= sub;
|
||||
tcs[UPRGT].u -= sub;
|
||||
tcs[LOLFT].u -= sub;
|
||||
tcs[LORGT].u -= sub;
|
||||
if ((tcs[UPLFT].u == 0.f && tcs[LOLFT].u == 0.f && tcs[UPRGT].u <= 1.f && tcs[LORGT].u <= 1.f) ||
|
||||
(tcs[UPLFT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[UPRGT].u == 1.f && tcs[LORGT].u == 1.f))
|
||||
{
|
||||
flags |= GLT_CLAMPX;
|
||||
}
|
||||
|
@ -1039,10 +1039,10 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// split the poly!
|
||||
GLWall split;
|
||||
int i,t=0;
|
||||
float v_factor=(zbottom[0]-ztop[0])/(lolft.v-uplft.v);
|
||||
float v_factor=(zbottom[0]-ztop[0])/(tcs[LOLFT].v-tcs[UPLFT].v);
|
||||
// only split the vertical area of the polygon that does not contain slopes.
|
||||
float splittopv = MAX(uplft.v, uprgt.v);
|
||||
float splitbotv = MIN(lolft.v, lorgt.v);
|
||||
float splittopv = MAX(tcs[UPLFT].v, tcs[UPRGT].v);
|
||||
float splitbotv = MIN(tcs[LOLFT].v, tcs[LORGT].v);
|
||||
|
||||
// this is split vertically into sections.
|
||||
for(i=0;i<v;i++)
|
||||
|
@ -1063,16 +1063,16 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|||
// if not use the top of the remaining polygon
|
||||
if (splitrect[i].top>splittopv)
|
||||
{
|
||||
split.ztop[0]=split.ztop[1]= ztop[0]+v_factor*(splitrect[i].top-uplft.v);
|
||||
split.uplft.v=split.uprgt.v=splitrect[i].top;
|
||||
split.ztop[0]=split.ztop[1]= ztop[0]+v_factor*(splitrect[i].top-tcs[UPLFT].v);
|
||||
split.tcs[UPLFT].v=split.tcs[UPRGT].v=splitrect[i].top;
|
||||
}
|
||||
// the bottom line of the current segment is inside the splittable area
|
||||
// use the splitrect's bottom as bottom of this segment
|
||||
// if not use the bottom of the remaining polygon
|
||||
if (splitbot<=splitbotv)
|
||||
{
|
||||
split.zbottom[0]=split.zbottom[1]=ztop[0]+v_factor*(splitbot-uplft.v);
|
||||
split.lolft.v=split.lorgt.v=splitbot;
|
||||
split.zbottom[0]=split.zbottom[1]=ztop[0]+v_factor*(splitbot-tcs[UPLFT].v);
|
||||
split.tcs[LOLFT].v=split.tcs[LORGT].v=splitbot;
|
||||
}
|
||||
//
|
||||
//
|
||||
|
@ -1166,8 +1166,8 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
|
||||
texlength = tci.FloatToTexU(seg->sidedef->TexelLength);
|
||||
|
||||
uplft.u = lolft.u = ul + texlength * glseg.fracleft;
|
||||
uprgt.u = lorgt.u = ul + texlength * glseg.fracright;
|
||||
tcs[UPLFT].u = tcs[LOLFT].u = ul + texlength * glseg.fracleft;
|
||||
tcs[UPRGT].u = tcs[LORGT].u = ul + texlength * glseg.fracright;
|
||||
|
||||
float rowoffset = tci.RowOffset(seg->sidedef->GetTextureYOffset(side_t::mid));
|
||||
to = (rover->flags&(FF_UPPERTEXTURE | FF_LOWERTEXTURE)) ?
|
||||
|
@ -1175,10 +1175,10 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|||
|
||||
to += rowoffset + rover->top.model->GetPlaneTexZ(rover->top.isceiling);
|
||||
|
||||
uplft.v = tci.FloatToTexV(to - ff_topleft);
|
||||
uprgt.v = tci.FloatToTexV(to - ff_topright);
|
||||
lolft.v = tci.FloatToTexV(to - ff_bottomleft);
|
||||
lorgt.v = tci.FloatToTexV(to - ff_bottomright);
|
||||
tcs[UPLFT].v = tci.FloatToTexV(to - ff_topleft);
|
||||
tcs[UPRGT].v = tci.FloatToTexV(to - ff_topright);
|
||||
tcs[LOLFT].v = tci.FloatToTexV(to - ff_bottomleft);
|
||||
tcs[LORGT].v = tci.FloatToTexV(to - ff_bottomright);
|
||||
type = RENDERWALL_FFBLOCK;
|
||||
CheckTexturePosition();
|
||||
}
|
||||
|
|
|
@ -175,14 +175,8 @@ void GLWall::SetupLights()
|
|||
|
||||
void GLWall::RenderWall(int textured, unsigned int *store)
|
||||
{
|
||||
static texcoord tcs[4]; // making this variable static saves us a relatively costly stack integrity check.
|
||||
bool split = (gl_seamless && !(textured&RWF_NOSPLIT) && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ) && !(flags & GLWF_NOSPLIT));
|
||||
|
||||
tcs[0]=lolft;
|
||||
tcs[1]=uplft;
|
||||
tcs[2]=uprgt;
|
||||
tcs[3]=lorgt;
|
||||
|
||||
if (!(textured & RWF_NORENDER))
|
||||
{
|
||||
gl_RenderState.Apply();
|
||||
|
@ -193,18 +187,18 @@ void GLWall::RenderWall(int textured, unsigned int *store)
|
|||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
unsigned int count, offset;
|
||||
|
||||
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[0].u, tcs[0].v);
|
||||
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
|
||||
ptr++;
|
||||
if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr);
|
||||
ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[1].u, tcs[1].v);
|
||||
if (split && glseg.fracleft == 0) SplitLeftEdge(ptr);
|
||||
ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
|
||||
ptr++;
|
||||
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr);
|
||||
ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[2].u, tcs[2].v);
|
||||
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(ptr);
|
||||
ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
|
||||
ptr++;
|
||||
if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr);
|
||||
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[3].u, tcs[3].v);
|
||||
if (split && glseg.fracright == 1) SplitRightEdge(ptr);
|
||||
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
|
||||
ptr++;
|
||||
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr);
|
||||
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(ptr);
|
||||
count = GLRenderer->mVBO->GetCount(ptr, &offset);
|
||||
if (!(textured & RWF_NORENDER))
|
||||
{
|
||||
|
@ -265,8 +259,8 @@ void GLWall::RenderMirrorSurface()
|
|||
if (gl.glslversion >= 0.f)
|
||||
{
|
||||
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
||||
lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
|
||||
lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
|
||||
tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X();
|
||||
tcs[LOLFT].v = tcs[LORGT].v = tcs[UPLFT].v = tcs[UPRGT].v = v.Z();
|
||||
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
|
||||
|
|
Loading…
Reference in a new issue