- Fix texture coordinates for lines split into multiple segments in softpoly

This commit is contained in:
Magnus Norddahl 2017-08-17 20:54:44 +02:00
parent 3cf5fb45ae
commit 7993ad987c

View file

@ -395,29 +395,34 @@ int RenderPolyWall::GetLightLevel()
PolyWallTextureCoordsU::PolyWallTextureCoordsU(FTexture *tex, const seg_t *lineseg, const line_t *line, const side_t *side, side_t::ETexpart texpart)
{
// Calculate the U texture coordinate for the line
double lineu1 = side->GetTextureXOffset(texpart);
double lineu2 = side->GetTextureXOffset(texpart) + side->TexelLength * side->GetTextureXScale(texpart);
lineu1 *= tex->Scale.X / tex->GetWidth();
lineu2 *= tex->Scale.X / tex->GetWidth();
// Calculate where we are on the lineseg
double t1, t2;
double deltaX = line->v2->fX() - line->v1->fX();
double deltaY = line->v2->fY() - line->v1->fY();
if (fabs(deltaX) > fabs(deltaY))
if (fabs(line->delta.X) > fabs(line->delta.Y))
{
t1 = (lineseg->v1->fX() - line->v1->fX()) / deltaX;
t2 = (lineseg->v2->fX() - line->v1->fX()) / deltaX;
t1 = (lineseg->v1->fX() - line->v1->fX()) / line->delta.X;
t2 = (lineseg->v2->fX() - line->v1->fX()) / line->delta.X;
}
else
{
t1 = (lineseg->v1->fY() - line->v1->fY()) / deltaY;
t2 = (lineseg->v2->fY() - line->v1->fY()) / deltaY;
t1 = (lineseg->v1->fY() - line->v1->fY()) / line->delta.Y;
t2 = (lineseg->v2->fY() - line->v1->fY()) / line->delta.Y;
}
// Check if lineseg is the backside of the line
if (t2 < t1)
std::swap(t1, t2);
{
std::swap(lineu1, lineu2);
}
u1 = t1 * side->TexelLength * side->GetTextureXScale(texpart);
u2 = t2 * side->TexelLength * side->GetTextureXScale(texpart);
u1 += side->GetTextureXOffset(texpart);
u2 += side->GetTextureXOffset(texpart);
u1 *= tex->Scale.X / tex->GetWidth();
u2 *= tex->Scale.X / tex->GetWidth();
// Calculate texture coordinates for the lineseg
u1 = (1.0 - t1) * lineu1 + t1 * lineu2;
u2 = (1.0 - t2) * lineu1 + t2 * lineu2;
}
/////////////////////////////////////////////////////////////////////////////