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WIP wall UVs for levelmesh
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3d90a4a2c9
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2fdad6e380
2 changed files with 72 additions and 14 deletions
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@ -824,12 +824,21 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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surf.bSky = false;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
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if (side->linedef->sidedef[0] != side)
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{
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surf.plane = -surf.plane;
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surf.plane.W = -surf.plane.W;
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}
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auto offset = surf.plane.XYZ() * 0.05; // for better accuracy when raytracing mid-textures from each side
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MeshVertices.Push(verts[0] + offset);
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MeshVertices.Push(verts[1] + offset);
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MeshVertices.Push(verts[2] + offset);
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MeshVertices.Push(verts[3] + offset);
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surf.Type = ST_MIDDLESIDE;
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surf.typeIndex = typeIndex;
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surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
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@ -1496,15 +1505,35 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
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// hw_flats.cpp
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VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const sector_t* sector, int plane);
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// hw_walls.cpp
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void GetTexCoordInfo(FGameTexture* tex, FTexCoordInfo* tci, side_t* side, int texpos);
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void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
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{
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auto toUv = [](const DoomLevelMeshSurface* targetSurface, FVector3 vert) {
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FVector3 localPos = vert - targetSurface->translateWorldToLocal;
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float u = (1.0f + (localPos | targetSurface->projLocalToU)) / (targetSurface->texWidth + 2);
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float v = (1.0f + (localPos | targetSurface->projLocalToV)) / (targetSurface->texHeight + 2);
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return FVector2(u, v);
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return FVector2(u, 1.0f - v);
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};
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auto texPosition = [](LevelMeshSurfaceType surfaceType) {
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switch (surfaceType)
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{
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case ST_UPPERSIDE:
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return side_t::top;
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case ST_LOWERSIDE:
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return side_t::bottom;
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default:
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break;
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}
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return side_t::mid;
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};
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FTexCoordInfo tci;
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for (auto& surface : Surfaces)
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{
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if (surface.texture.isValid())
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@ -1514,9 +1543,6 @@ void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
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const auto gtxt = TexMan.GetGameTexture(surface.texture);
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const auto w = gtxt->GetDisplayWidth();
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const auto h = gtxt->GetDisplayHeight();
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if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
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{
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auto ceiling = surface.Type == ST_FLOOR ? sector_t::floor : sector_t::ceiling;
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@ -1529,10 +1555,42 @@ void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
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}
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else
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{
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uvs[0] = FVector2(0, 1); //toUv(&surface, verts[0] - verts[0]);
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uvs[1] = FVector2(1, 1); //toUv(&surface, verts[0] - verts[0]);
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uvs[2] = FVector2(0, 0); //toUv(&surface, verts[0] - verts[0]);
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uvs[3] = FVector2(1, 0); //toUv(&surface, verts[0] - verts[0]);
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const auto w = gtxt->GetDisplayWidth();
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const auto h = gtxt->GetDisplayHeight();
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FVector3 relativeVerts[4];
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for (int i = 0; i < 4; ++i)
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{
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relativeVerts[i] = verts[i] - verts[0];
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uvs[i] = toUv(&surface, verts[i]);
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}
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// shift the uv based on the surface type and anchor
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/*const*/ auto* side = &doomMap.sides[surface.typeIndex];
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const auto* line = side->linedef;
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const auto* sector = side->sector;
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const auto* otherSector = line->frontsector == sector ? line->backsector : line->frontsector;
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float anchorZ = 0.f;
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float anchorU = 0.f;
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GetTexCoordInfo(gtxt, &tci, side, texPosition(surface.Type));
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// Lastly, offsets are applied
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const float sideHeight = max(relativeVerts[1].Z, max(relativeVerts[1].Z, relativeVerts[2].Z)) - min(relativeVerts[1].Z, min(relativeVerts[1].Z, relativeVerts[2].Z));
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auto a = line->v2->fPos() - line->v1->fPos();
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for (int i = 0; i < 4; ++i)
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{
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uvs[i].X = tci.FloatToTexU(uvs[i].X * a.Length() + side->textures[side_t::mid].xOffset);
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uvs[i].Y = tci.FloatToTexV(uvs[i].Y * sideHeight + side->textures[side_t::mid].yOffset);
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//uvs[i].Y = tci.FloatToTexU(0);
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//uvs[i].X = uvs[i].X * repeatsU + anchorU / w;
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//uvs[i].Y = uvs[i].Y * repeatsV + anchorZ / h;
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}
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}
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}
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}
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@ -1219,7 +1219,7 @@ void HWWall::CheckTexturePosition(FTexCoordInfo *tci)
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}
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static void GetTexCoordInfo(FGameTexture *tex, FTexCoordInfo *tci, side_t *side, int texpos)
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void GetTexCoordInfo(FGameTexture *tex, FTexCoordInfo *tci, side_t *side, int texpos)
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{
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tci->GetFromTexture(tex, (float)side->GetTextureXScale(texpos), (float)side->GetTextureYScale(texpos), !!(side->GetLevel()->flags3 & LEVEL3_FORCEWORLDPANNING));
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}
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