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https://github.com/ZDoom/gzdoom.git
synced 2025-02-17 01:31:25 +00:00
Merge Surface into hwrenderer::Surface
This commit is contained in:
parent
fc2704b902
commit
6de6ae28e9
7 changed files with 73 additions and 98 deletions
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@ -56,43 +56,59 @@ enum SurfaceType
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ST_FLOOR
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};
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class Surface
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struct Surface
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{
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public:
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// Surface geometry
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SurfaceType type = ST_UNKNOWN;
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int typeIndex;
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int numVerts;
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unsigned int startVertIndex;
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unsigned int startUvIndex;
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FVector4 plane;
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void* controlSector; // type is sector_t
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bool bSky;
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// Lightmap UV information in pixel size
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int atlasPageIndex = 0;
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int atlasX = 0;
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int atlasY = 0;
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int texWidth = 0;
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int texHeight = 0;
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//
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// Required for internal lightmapper:
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//
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BBox bounds;
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int sampleDimension = 0;
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// Lightmap world coordinates for the texture
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FVector3 worldOrigin = { 0.f, 0.f, 0.f };
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FVector3 worldStepX = { 0.f, 0.f, 0.f };
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FVector3 worldStepY = { 0.f, 0.f, 0.f };
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// Calculate world coordinates to UV coordinates
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FVector3 translateWorldToLocal = { 0.f, 0.f, 0.f };
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FVector3 projLocalToU = { 0.f, 0.f, 0.f };
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FVector3 projLocalToV = { 0.f, 0.f, 0.f };
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// Smoothing group surface is to be rendered with
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int smoothingGroupIndex = -1;
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//
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// VkLightmap extra stuff that I dislike:
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//
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TArray<FVector3> verts;
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TArray<FVector2> uvs;
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//Plane plane;
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FVector3 boundsMin, boundsMax;
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// Touching light sources
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std::vector<ThingLight*> LightList;
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// Lightmap world coordinates for the texture
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FVector3 worldOrigin = { 0.0f, 0.0f, 0.0f };
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FVector3 worldStepX = { 0.0f, 0.0f, 0.0f };
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FVector3 worldStepY = { 0.0f, 0.0f, 0.0f };
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// Calculate world coordinates to UV coordinates
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FVector3 translateWorldToLocal = { 0.0f, 0.0f, 0.0f };
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FVector3 projLocalToU = { 0.0f, 0.0f, 0.0f };
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FVector3 projLocalToV = { 0.0f, 0.0f, 0.0f };
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// Output lightmap for the surface
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int texWidth = 0;
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int texHeight = 0;
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std::vector<FVector3> texPixels;
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// Placement in final texture atlas
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int atlasPageIndex = -1;
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int atlasX = 0;
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int atlasY = 0;
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// Smoothing group surface is to be rendered with
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int smoothingGroupIndex = -1;
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};
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struct SmoothingGroup
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{
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FVector4 plane = FVector4(0, 0, 1, 0);
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@ -41,6 +41,7 @@
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#include "p_terrain.h"
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/data/hw_levelmesh.h"
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// Some more or less basic data types
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// we depend on.
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@ -1689,19 +1690,9 @@ struct FMiniBSP
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// Lightmap data
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enum SurfaceType
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{
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ST_NULL,
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ST_MIDDLEWALL,
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ST_UPPERWALL,
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ST_LOWERWALL,
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ST_CEILING,
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ST_FLOOR
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};
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struct LightmapSurface
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{
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SurfaceType Type;
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hwrenderer::SurfaceType Type;
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subsector_t *Subsector;
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side_t *Side;
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sector_t *ControlSector;
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@ -3277,16 +3277,17 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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//
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//==========================================================================
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void MapLoader::SetSubsectorLightmap(const LightmapSurface &surface)
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{
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if (!surface.ControlSector)
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{
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int index = surface.Type == ST_CEILING ? 1 : 0;
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int index = surface.Type == hwrenderer::ST_CEILING ? 1 : 0;
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surface.Subsector->lightmap[index][0] = surface;
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}
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else
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{
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int index = surface.Type == ST_CEILING ? 0 : 1;
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int index = surface.Type == hwrenderer::ST_CEILING ? 0 : 1;
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const auto &ffloors = surface.Subsector->sector->e->XFloor.ffloors;
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for (unsigned int i = 0; i < ffloors.Size(); i++)
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{
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@ -3302,16 +3303,16 @@ void MapLoader::SetSideLightmap(const LightmapSurface &surface)
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{
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if (!surface.ControlSector)
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{
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if (surface.Type == ST_UPPERWALL)
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if (surface.Type == hwrenderer::ST_UPPERSIDE)
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{
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surface.Side->lightmap[0] = surface;
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}
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else if (surface.Type == ST_MIDDLEWALL)
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else if (surface.Type == hwrenderer::ST_MIDDLESIDE)
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{
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surface.Side->lightmap[1] = surface;
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surface.Side->lightmap[2] = surface;
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}
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else if (surface.Type == ST_LOWERWALL)
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else if (surface.Type == hwrenderer::ST_LOWERSIDE)
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{
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surface.Side->lightmap[3] = surface;
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}
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@ -3459,7 +3460,7 @@ void MapLoader::BindLightmapSurfacesToGeometry()
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LightmapSurface l;
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memset(&l, 0, sizeof(LightmapSurface));
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l.ControlSector = surface.controlSector;
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l.ControlSector = (sector_t*)surface.controlSector;
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l.Type = surface.type;
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l.LightmapNum = 0;
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@ -3467,7 +3468,7 @@ void MapLoader::BindLightmapSurfacesToGeometry()
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l.LightmapNum = surface.atlasPageIndex;
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if (surface.type == ST_FLOOR || surface.type == ST_CEILING)
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if (surface.type == hwrenderer::ST_FLOOR || surface.type == hwrenderer::ST_CEILING)
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{
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l.Subsector = &Level->subsectors[surface.typeIndex];
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if (l.Subsector->firstline && l.Subsector->firstline->sidedef)
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@ -12,6 +12,9 @@
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#include "common/rendering/vulkan/accelstructs/vk_lightmap.h"
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#include <vulkan/accelstructs/halffloat.h>
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using hwrenderer::Surface;
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using hwrenderer::SurfaceType;
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CCMD(dumplevelmesh)
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{
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if (level.levelMesh)
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@ -36,7 +39,7 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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for (size_t i = 0; i < Surfaces.Size(); i++)
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{
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const Surface &s = Surfaces[i];
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const auto &s = Surfaces[i];
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int numVerts = s.numVerts;
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unsigned int pos = s.startVertIndex;
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FVector3* verts = &MeshVertices[pos];
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@ -46,7 +49,7 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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MeshUVIndex.Push(j);
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}
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if (s.type == ST_FLOOR || s.type == ST_CEILING)
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if (s.type == hwrenderer::ST_FLOOR || s.type == hwrenderer::ST_CEILING)
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{
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for (int j = 2; j < numVerts; j++)
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{
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@ -59,7 +62,7 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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}
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}
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}
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else if (s.type == ST_MIDDLEWALL || s.type == ST_UPPERWALL || s.type == ST_LOWERWALL)
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else if (s.type == hwrenderer::ST_MIDDLESIDE || s.type == hwrenderer::ST_UPPERSIDE || s.type == hwrenderer::ST_LOWERSIDE)
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{
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if (!IsDegenerate(verts[0], verts[1], verts[2]))
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{
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@ -109,7 +112,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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if (side->linedef->special == Line_Horizon && front != back)
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{
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Surface surf;
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surf.type = ST_MIDDLEWALL;
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surf.type = hwrenderer::ST_MIDDLESIDE;
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surf.typeIndex = typeIndex;
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surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
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@ -155,7 +158,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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continue;
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Surface surf;
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surf.type = ST_MIDDLEWALL;
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surf.type = hwrenderer::ST_MIDDLESIDE;
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surf.typeIndex = typeIndex;
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surf.controlSector = xfloor->model;
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surf.bSky = false;
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@ -216,7 +219,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_LOWERWALL;
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surf.type = hwrenderer::ST_LOWERSIDE;
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surf.typeIndex = typeIndex;
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surf.bSky = false;
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surf.controlSector = nullptr;
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@ -254,7 +257,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_UPPERWALL;
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surf.type = hwrenderer::ST_UPPERSIDE;
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surf.typeIndex = typeIndex;
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surf.bSky = bSky;
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surf.controlSector = nullptr;
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@ -292,7 +295,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_MIDDLEWALL;
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surf.type = hwrenderer::ST_MIDDLESIDE;
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surf.typeIndex = typeIndex;
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surf.controlSector = nullptr;
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@ -331,7 +334,7 @@ void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub,
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verts[j].Z = (float)plane.ZatPoint(verts[j]);
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}
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surf.type = ST_FLOOR;
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surf.type = hwrenderer::ST_FLOOR;
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surf.typeIndex = typeIndex;
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surf.controlSector = is3DFloor ? sector : nullptr;
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surf.plane = FVector4(plane.Normal().X, plane.Normal().Y, plane.Normal().Z, plane.D);
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@ -370,7 +373,7 @@ void DoomLevelMesh::CreateCeilingSurface(FLevelLocals &doomMap, subsector_t *sub
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verts[j].Z = (float)plane.ZatPoint(verts[j]);
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}
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surf.type = ST_CEILING;
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surf.type = hwrenderer::ST_CEILING;
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surf.typeIndex = typeIndex;
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surf.controlSector = is3DFloor ? sector : nullptr;
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surf.plane = FVector4(plane.Normal().X, plane.Normal().Y, plane.Normal().Z, plane.D);
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@ -569,7 +572,7 @@ int DoomLevelMesh::SetupLightmapUvs(int lightmapSize)
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// Reorder vertices into renderer format
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for (Surface& surface : Surfaces)
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{
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if (surface.type == ST_FLOOR)
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if (surface.type == hwrenderer::ST_FLOOR)
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{
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// reverse vertices on floor
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for (int j = surface.startUvIndex + surface.numVerts - 1, k = surface.startUvIndex; j > k; j--, k++)
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@ -577,7 +580,7 @@ int DoomLevelMesh::SetupLightmapUvs(int lightmapSize)
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std::swap(LightmapUvs[k], LightmapUvs[j]);
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}
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}
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else if (surface.type != ST_CEILING) // walls
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else if (surface.type != hwrenderer::ST_CEILING) // walls
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{
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// from 0 1 2 3
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// to 0 2 1 3
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@ -12,42 +12,6 @@ typedef dp::rect_pack::RectPacker<int> RectPacker;
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struct FLevelLocals;
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struct Surface
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{
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SurfaceType type;
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int typeIndex;
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int numVerts;
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unsigned int startVertIndex;
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unsigned int startUvIndex;
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FVector4 plane;
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sector_t *controlSector;
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bool bSky;
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// Lightmap UV information in pixel size
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int atlasPageIndex = 0;
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int atlasX = 0;
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int atlasY = 0;
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int texWidth = 0;
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int texHeight = 0;
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//
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// Required for internal lightmapper:
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//
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BBox bounds;
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int sampleDimension = 0;
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// Lightmap world coordinates for the texture
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FVector3 worldOrigin = { 0.f, 0.f, 0.f };
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FVector3 worldStepX = { 0.f, 0.f, 0.f };
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FVector3 worldStepY = { 0.f, 0.f, 0.f };
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// Calculate world coordinates to UV coordinates
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FVector3 translateWorldToLocal = { 0.f, 0.f, 0.f };
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FVector3 projLocalToU = { 0.f, 0.f, 0.f };
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FVector3 projLocalToV = { 0.f, 0.f, 0.f };
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};
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class DoomLevelMesh : public hwrenderer::LevelMesh
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{
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public:
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return true;
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int surfaceIndex = MeshSurfaces[hit.triangle];
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const Surface& surface = Surfaces[surfaceIndex];
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const hwrenderer::Surface& surface = Surfaces[surfaceIndex];
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return surface.bSky;
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}
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TArray<Surface> Surfaces;
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TArray<hwrenderer::Surface> Surfaces;
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TArray<FVector2> LightmapUvs;
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static_assert(alignof(FVector2) == alignof(float[2]) && sizeof(FVector2) == sizeof(float) * 2);
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@ -109,10 +73,10 @@ private:
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};
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static PlaneAxis BestAxis(const FVector4& p);
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BBox GetBoundsFromSurface(const Surface& surface) const;
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BBox GetBoundsFromSurface(const hwrenderer::Surface& surface) const;
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inline int AllocUvs(int amount) { return LightmapUvs.Reserve(amount * 2); }
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void BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, Surface& surface);
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void FinishSurface(int lightmapTextureWidth, int lightmapTextureHeight, RectPacker& packer, Surface& surface);
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void BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, hwrenderer::Surface& surface);
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void FinishSurface(int lightmapTextureWidth, int lightmapTextureHeight, RectPacker& packer, hwrenderer::Surface& surface);
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};
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@ -240,7 +240,7 @@ static int CreateIndexedSectorVerticesLM(FRenderState& renderstate, sector_t* se
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{
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subsector_t* sub = sec->subsectors[i];
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LightmapSurface* lightmap = &sub->lightmap[h][lightmapIndex];
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if (lightmap->Type != ST_NULL)
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if (lightmap->Type != hwrenderer::ST_UNKNOWN)
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{
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float* luvs = lightmap->TexCoords;
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int lindex = lightmap->LightmapNum;
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@ -1016,7 +1016,7 @@ bool HWWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float textureto
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}
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texcoord* srclightuv;
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if (lightmap && lightmap->Type != ST_NULL)
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if (lightmap && lightmap->Type != hwrenderer::ST_UNKNOWN)
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{
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srclightuv = (texcoord*)lightmap->TexCoords;
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lindex = (float)lightmap->LightmapNum;
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CheckTexturePosition(&tci);
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texcoord* srclightuv;
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if (lightmap && lightmap->Type != ST_NULL)
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if (lightmap && lightmap->Type != hwrenderer::ST_UNKNOWN)
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{
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srclightuv = (texcoord*)lightmap->TexCoords;
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lindex = (float)lightmap->LightmapNum;
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