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- added old wall splitting code as a fallback for old hardware.
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6e1b21d513
commit
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2 changed files with 106 additions and 10 deletions
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@ -176,6 +176,7 @@ private:
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void CheckTexturePosition();
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void CheckTexturePosition();
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void Put3DWall(lightlist_t * lightlist, bool translucent);
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void Put3DWall(lightlist_t * lightlist, bool translucent);
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void SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright);
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void SplitWall(sector_t * frontsector, bool translucent);
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void SplitWall(sector_t * frontsector, bool translucent);
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void SetupLights();
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void SetupLights();
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@ -251,9 +251,95 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
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//
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//
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//==========================================================================
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//==========================================================================
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void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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void GLWall::SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright)
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{
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{
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GLWall copyWall1, copyWall2;
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GLWall copyWall1, copyWall2;
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// check for an intersection with the upper plane
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
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{
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
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float dch = ztop[1] - ztop[0];
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float dfh = maplightbottomright - maplightbottomleft;
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float coeff = (ztop[0] - maplightbottomleft) / (dfh - dch);
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// check for inaccuracies - let's be a little generous here!
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if (coeff*clen<.1f)
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{
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maplightbottomleft = ztop[0];
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}
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else if (coeff*clen>clen - .1f)
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{
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maplightbottomright = ztop[1];
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}
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else
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{
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// split the wall in two at the intersection and recursively split both halves
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copyWall1 = copyWall2 = *this;
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copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
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copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
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copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
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copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
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copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
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copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
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copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
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copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
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copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
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copyWall1.SplitWall(frontsector, translucent);
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copyWall2.SplitWall(frontsector, translucent);
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return;
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}
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}
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// check for an intersection with the lower plane
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if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
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(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
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{
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float clen = MAX<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y2));
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float dch = zbottom[1] - zbottom[0];
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float dfh = maplightbottomright - maplightbottomleft;
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float coeff = (zbottom[0] - maplightbottomleft) / (dfh - dch);
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// check for inaccuracies - let's be a little generous here because there's
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// some conversions between floats and fixed_t's involved
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if (coeff*clen<.1f)
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{
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maplightbottomleft = zbottom[0];
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}
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else if (coeff*clen>clen - .1f)
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{
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maplightbottomright = zbottom[1];
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}
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else
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{
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// split the wall in two at the intersection and recursively split both halves
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copyWall1 = copyWall2 = *this;
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copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
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copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
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copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
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copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
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copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
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copyWall1.uprgt.u = copyWall2.uplft.u = uplft.u + coeff * (uprgt.u - uplft.u);
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copyWall1.uprgt.v = copyWall2.uplft.v = uplft.v + coeff * (uprgt.v - uplft.v);
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copyWall1.lorgt.u = copyWall2.lolft.u = lolft.u + coeff * (lorgt.u - lolft.u);
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copyWall1.lorgt.v = copyWall2.lolft.v = lolft.v + coeff * (lorgt.v - lolft.v);
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copyWall1.SplitWall(frontsector, translucent);
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copyWall2.SplitWall(frontsector, translucent);
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return;
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}
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}
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}
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void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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{
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GLWall copyWall1;
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float maplightbottomleft;
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float maplightbottomleft;
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float maplightbottomright;
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float maplightbottomright;
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unsigned int i;
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unsigned int i;
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@ -296,6 +382,8 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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continue;
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continue;
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}
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}
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if (gl.glslversion >= 1.3f)
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{
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// check for an intersection with the upper and lower planes of the wall segment
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// check for an intersection with the upper and lower planes of the wall segment
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
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(maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) ||
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(maplightbottomleft > ztop[0] && maplightbottomright < ztop[1]) ||
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@ -307,6 +395,13 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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PutWall(translucent);
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PutWall(translucent);
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goto out;
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goto out;
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}
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}
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}
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else
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{
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// crappy fallback if no clip planes available
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SplitWallComplex(frontsector, translucent, maplightbottomleft, maplightbottomright);
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return;
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}
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// 3D floor is completely within this light
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// 3D floor is completely within this light
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if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1])
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if (maplightbottomleft<=zbottom[0] && maplightbottomright<=zbottom[1])
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