- added old wall splitting code as a fallback for old hardware.

This commit is contained in:
Christoph Oelckers 2016-04-26 21:42:15 +02:00
parent 6e1b21d513
commit b06c86db38
2 changed files with 106 additions and 10 deletions

View file

@ -176,6 +176,7 @@ private:
void CheckTexturePosition();
void Put3DWall(lightlist_t * lightlist, bool translucent);
void SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright);
void SplitWall(sector_t * frontsector, bool translucent);
void SetupLights();

View file

@ -251,9 +251,95 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
//
//==========================================================================
void GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright)
{
GLWall copyWall1, copyWall2;
// check for an intersection with the upper plane
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
{
float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
float dch = ztop[1] - ztop[0];
float dfh = maplightbottomright - maplightbottomleft;
float coeff = (ztop[0] - maplightbottomleft) / (dfh - dch);
// check for inaccuracies - let's be a little generous here!
if (coeff*clen<.1f)
{
maplightbottomleft = ztop[0];
}
else if (coeff*clen>clen - .1f)
{
maplightbottomright = ztop[1];
}
else
{
// split the wall in two at the intersection and recursively split both halves
copyWall1 = copyWall2 = *this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
copyWall1.SplitWall(frontsector, translucent);
copyWall2.SplitWall(frontsector, translucent);
return;
}
}
// check for an intersection with the lower plane
if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
{
float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
float dch = zbottom[1] - zbottom[0];
float dfh = maplightbottomright - maplightbottomleft;
float coeff = (zbottom[0] - maplightbottomleft) / (dfh - dch);
// check for inaccuracies - let's be a little generous here because there's
// some conversions between floats and fixed_t's involved
if (coeff*clen<.1f)
{
maplightbottomleft = zbottom[0];
}
else if (coeff*clen>clen - .1f)
{
maplightbottomright = zbottom[1];
}
else
{
// split the wall in two at the intersection and recursively split both halves
copyWall1 = copyWall2 = *this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
copyWall1.SplitWall(frontsector, translucent);
copyWall2.SplitWall(frontsector, translucent);
return;
}
}
}
void GLWall::SplitWall(sector_t * frontsector, bool translucent)
{
GLWall copyWall1,copyWall2;
GLWall copyWall1;
float maplightbottomleft;
float maplightbottomright;
unsigned int i;
@ -296,16 +382,25 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
continue;
}
// check for an intersection with the upper and lower planes of the wall segment
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]) ||
(maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
if (gl.glslversion >= 1.3f)
{
// Use hardware clipping if this cannot be done cleanly.
this->lightlist = &lightlist;
PutWall(translucent);
goto out;
// check for an intersection with the upper and lower planes of the wall segment
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
(maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) ||
(maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
(maplightbottomleft > zbottom[0] && maplightbottomright < zbottom[1]))
{
// Use hardware clipping if this cannot be done cleanly.
this->lightlist = &lightlist;
PutWall(translucent);
goto out;
}
}
else
{
// crappy fallback if no clip planes available
SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright);
return;
}
// 3D floor is completely within this light