Add WIP mid texture support

This commit is contained in:
RaveYard 2023-09-18 20:59:00 +02:00 committed by Christoph Oelckers
parent 59a55c3490
commit 8ac1e77421
2 changed files with 103 additions and 33 deletions

View file

@ -653,6 +653,104 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
return;
}
// middle seg
if (back == nullptr)
{
DoomLevelMeshSurface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_MIDDLESIDE;
surf.typeIndex = typeIndex;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
Surfaces.Push(surf);
}
else if (side->textures[side_t::mid].texture.isValid())
{
// mid texture
DoomLevelMeshSurface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
const auto& texture = side->textures[side_t::mid].texture;
if ((side->Flags & WALLF_WRAP_MIDTEX) || (side->linedef->flags & WALLF_WRAP_MIDTEX))
{
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
}
else
{
int offset = 0;
auto gameTexture = TexMan.GetGameTexture(texture);
float mid1Top = gameTexture->GetDisplayHeight();
float mid2Top = gameTexture->GetDisplayHeight();
float mid1Bottom = 0;
float mid2Bottom = 0;
float yTextureOffset = side->textures[side_t::mid].yOffset / gameTexture->GetScaleY();
if (side->linedef->flags & ML_DONTPEGBOTTOM)
{
yTextureOffset += side->sector->planes[sector_t::floor].TexZ;
}
else
{
yTextureOffset += side->sector->planes[sector_t::ceiling].TexZ - gameTexture->GetDisplayHeight();
}
verts[0].Z = min(max(yTextureOffset + mid1Bottom, v1Bottom), v1Top);
verts[1].Z = min(max(yTextureOffset + mid2Bottom, v2Bottom), v2Top);
verts[2].Z = max(min(yTextureOffset + mid1Top, v1Top), v1Bottom);
verts[3].Z = max(min(yTextureOffset + mid2Top, v2Top), v2Bottom);
}
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_MIDDLESIDE;
surf.typeIndex = typeIndex;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
Surfaces.Push(surf);
}
if (back)
{
for (unsigned int j = 0; j < front->e->XFloor.ffloors.Size(); j++)
@ -787,39 +885,6 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
v2Top = v2TopBack;
}
}
// middle seg
if (back == nullptr)
{
DoomLevelMeshSurface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_MIDDLESIDE;
surf.typeIndex = typeIndex;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
Surfaces.Push(surf);
}
}
void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, sector_t *controlSector, int typeIndex)

View file

@ -1329,6 +1329,11 @@ void HWWall::DoMidTexture(HWDrawInfo *di, FRenderState& state, seg_t * seg, bool
//
if (texture)
{
if (auto lightmapPtr = seg->sidedef->lightmap)
{
lightmap = lightmapPtr[side_t::mid];
}
// Align the texture to the ORIGINAL sector's height!!
// At this point slopes don't matter because they don't affect the texture's z-position