- fixed and simplified the vertex counter for wall polygons.

This is now allowed to overestimate the number of vertices to reduce computation time for a rarely occuring special case that was eating most of the time and was causing errors with some walls.
This commit is contained in:
Christoph Oelckers 2018-05-31 22:14:24 +02:00
parent bff2c8cf74
commit 2d50f535ff
3 changed files with 68 additions and 49 deletions

View file

@ -250,12 +250,15 @@ public:
void ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal);
void ProcessDecals(HWDrawInfo *di);
void CreateVertices(FFlatVertex *&ptr, bool nosplit);
int CreateVertices(FFlatVertex *&ptr, bool nosplit);
void SplitLeftEdge (FFlatVertex *&ptr);
void SplitRightEdge(FFlatVertex *&ptr);
void SplitUpperEdge(FFlatVertex *&ptr);
void SplitLowerEdge(FFlatVertex *&ptr);
void CountLeftEdge (unsigned &ptr);
void CountRightEdge(unsigned &ptr);
int CountVertices();
public:

View file

@ -1522,6 +1522,7 @@ void GLWall::Process(HWDrawInfo *di, seg_t *seg, sector_t * frontsector, sector_
}
v1 = seg->v1;
v2 = seg->v2;
flags |= GLWF_NOSPLITLOWER | GLWF_NOSPLITLOWER; // seg-splitting not needed for single segs.
}

View file

@ -170,8 +170,9 @@ void GLWall::SplitRightEdge(FFlatVertex *&ptr)
//
//==========================================================================
void GLWall::CreateVertices(FFlatVertex *&ptr, bool split)
int GLWall::CreateVertices(FFlatVertex *&ptr, bool split)
{
auto oo = ptr;
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
ptr++;
if (split && glseg.fracleft == 0) SplitLeftEdge(ptr);
@ -184,6 +185,58 @@ void GLWall::CreateVertices(FFlatVertex *&ptr, bool split)
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
ptr++;
if (split && !(flags & GLWF_NOSPLITLOWER) && seg->sidedef->numsegs > 1) SplitLowerEdge(ptr);
return int(ptr - oo);
}
//==========================================================================
//
// Split left edge of wall
//
//==========================================================================
void GLWall::CountLeftEdge(unsigned &ptr)
{
if (vertexes[0] == NULL) return;
vertex_t * vi = vertexes[0];
if (vi->numheights)
{
int i = 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
ptr++;
i++;
}
}
}
//==========================================================================
//
// Split right edge of wall
//
//==========================================================================
void GLWall::CountRightEdge(unsigned &ptr)
{
if (vertexes[1] == NULL) return;
vertex_t * vi = vertexes[1];
if (vi->numheights)
{
int i = vi->numheights - 1;
while (i>0 && vi->heightlist[i] >= ztop[1]) i--;
while (i>0 && vi->heightlist[i] > zbottom[1])
{
ptr++;
i--;
}
}
}
//==========================================================================
@ -194,49 +247,13 @@ void GLWall::CreateVertices(FFlatVertex *&ptr, bool split)
int GLWall::CountVertices()
{
int cnt = 4;
vertex_t * vi = vertexes[0];
if (glseg.fracleft == 0 && vi != nullptr && vi->numheights)
{
int i = 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
i++;
cnt++;
}
}
auto sidedef = seg->sidedef;
constexpr auto NOSPLIT_LOWER_UPPER = GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER;
const bool canSplit = (flags & NOSPLIT_LOWER_UPPER) != NOSPLIT_LOWER_UPPER;
if (canSplit && sidedef->numsegs > 1)
{
int cnt2 = 0;
for (int i = sidedef->numsegs - 2; i >= 0; i--)
{
float sidefrac = sidedef->segs[i]->sidefrac;
if (sidefrac >= glseg.fracright) continue;
if (sidefrac <= glseg.fracleft) break;
cnt2++;
}
const bool splitBoth = !(flags & NOSPLIT_LOWER_UPPER);
if (splitBoth) cnt2 <<= 1;
cnt += cnt2;
}
vi = vertexes[1];
if (glseg.fracright == 1 && vi != nullptr && vi->numheights)
{
int i = 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[1]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[1])
{
i++;
cnt++;
}
}
return cnt;
unsigned ptr = 4;
if (glseg.fracleft == 0) CountLeftEdge(ptr);
if (glseg.fracright == 1) CountRightEdge(ptr);
// This may allocate a few vertices too many in case of a split linedef but this is a rare case that isn't worth the required overhead for a precise calculation.
if (!(flags & GLWF_NOSPLITUPPER)) ptr += seg->sidedef->numsegs - 1;
if (!(flags & GLWF_NOSPLITLOWER)) ptr += seg->sidedef->numsegs - 1;
return (int)ptr;
}
//==========================================================================
@ -250,11 +267,9 @@ void GLWall::MakeVertices(HWDrawInfo *di, bool nosplit)
if (vertcount == 0)
{
bool split = (gl_seamless && !nosplit && seg->sidedef != nullptr && !(seg->sidedef->Flags & WALLF_POLYOBJ) && !(flags & GLWF_NOSPLIT));
vertcount = split ? CountVertices() : 4;
auto ret = di->AllocVertices(vertcount);
auto ret = di->AllocVertices(split ? CountVertices() : 4);
vertindex = ret.second;
CreateVertices(ret.first, split);
vertcount = CreateVertices(ret.first, split);
}
}