mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- 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:
parent
bff2c8cf74
commit
2d50f535ff
3 changed files with 68 additions and 49 deletions
|
@ -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:
|
||||
|
|
|
@ -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.
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue