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- moved the Plane class to vectors.h and deleted gl_geometric.h
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cd64655f97
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7 changed files with 51 additions and 99 deletions
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@ -41,7 +41,6 @@
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#include "actorinlines.h"
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#include "g_levellocals.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/system/gl_interface.h"
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@ -641,7 +640,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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continue;
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}
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p.Set(plane.plane);
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p.Set(plane.plane.Normal(), plane.plane.fD());
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, false, pass != GLPASS_LIGHTTEX))
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{
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node = node->nextLight;
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@ -715,7 +714,8 @@ bool GLWall::PrepareLight(ADynamicLight * light, int pass)
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FVector3 nearPt, up, right;
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float scale;
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p.Set(&glseg);
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
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if (!p.ValidNormal())
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{
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@ -25,7 +25,6 @@
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#include "c_cvars.h"
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#include "a_dynlight.h"
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#include "gl/utility/gl_geometric.h"
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struct FDynLightData
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@ -7,6 +7,5 @@ class AActor;
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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void gl_LinkLights();
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#endif
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@ -141,7 +141,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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continue;
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}
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p.Set(plane.plane);
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p.Set(plane.plane.Normal(), plane.plane.fD());
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gl_GetLight(sub->sector->PortalGroup, p, light, false, lightdata);
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node = node->nextLight;
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}
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@ -74,14 +74,10 @@ void GLWall::SetupLights()
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Plane p;
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lightdata.Clear();
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p.Set(&glseg);
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/*
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if (!p.ValidNormal())
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{
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return;
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}
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*/
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auto normal = glseg.Normal();
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p.Set(normal, -normal.X * glseg.x1 - normal.Y * glseg.y1);
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FLightNode *node;
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if (seg->sidedef == NULL)
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{
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@ -1,86 +0,0 @@
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/*
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** gl_geometric.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __GL_GEOM
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#define __GL_GEOM
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#include "math.h"
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#include "r_defs.h"
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#include "gl/scene/gl_wall.h"
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struct GLSeg;
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class Plane
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{
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public:
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void Set(GLSeg *seg)
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{
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m_normal = seg->Normal();
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m_d = m_normal | FVector3(-seg->x1, 0, -seg->y1);
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}
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void Set(secplane_t &plane)
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{
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m_normal = { (float)plane.Normal().X, (float)plane.Normal().Z, (float)plane.Normal().Y };
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m_d = (float)plane.fD();
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}
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float DistToPoint(float x, float y, float z)
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{
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FVector3 p(x, y, z);
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return (m_normal | p) + m_d;
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}
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bool PointOnSide(float x, float y, float z)
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{
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return DistToPoint(x, y, z) < 0.f;
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}
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bool PointOnSide(FVector3 &v) { return PointOnSide(v.X, v.Y, v.Z); }
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bool ValidNormal() { return m_normal.LengthSquared() == 1.f; }
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float A() { return m_normal.X; }
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float B() { return m_normal.Y; }
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float C() { return m_normal.Z; }
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float D() { return m_d; }
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const FVector3 &Normal() const { return m_normal; }
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protected:
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FVector3 m_normal;
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float m_d;
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};
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#endif
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@ -1673,4 +1673,48 @@ typedef TRotator<double> DRotator;
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typedef TMatrix3x3<double> DMatrix3x3;
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typedef TAngle<double> DAngle;
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class Plane
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{
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public:
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void Set(FVector3 normal, float d)
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{
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m_normal = normal;
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m_d = d;
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}
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// same for a play-vector. Note that y and z are inversed.
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void Set(DVector3 normal, double d)
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{
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m_normal = { (float)normal.X, (float)normal.Z, (float)normal.Y };
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m_d = (float)d;
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}
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float DistToPoint(float x, float y, float z)
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{
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FVector3 p(x, y, z);
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return (m_normal | p) + m_d;
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}
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bool PointOnSide(float x, float y, float z)
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{
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return DistToPoint(x, y, z) < 0.f;
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}
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bool PointOnSide(FVector3 &v) { return PointOnSide(v.X, v.Y, v.Z); }
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bool ValidNormal() { return m_normal.LengthSquared() == 1.f; }
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float A() { return m_normal.X; }
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float B() { return m_normal.Y; }
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float C() { return m_normal.Z; }
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float D() { return m_d; }
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const FVector3 &Normal() const { return m_normal; }
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protected:
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FVector3 m_normal;
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float m_d;
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};
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#endif
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