mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 06:42:09 +00:00
- add vertex buffer based drawing for all walls and flats.
This commit is contained in:
parent
7d3beb665b
commit
f7404d20fb
7 changed files with 273 additions and 30 deletions
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@ -296,6 +296,7 @@ void FFlatVertexBuffer::CreateVBO()
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{
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CreateFlatVBO();
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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mIndex = vbo_shadowdata.Size();
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}
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else if (sectors)
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{
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@ -35,6 +35,7 @@ class FFlatVertexBuffer : public FVertexBuffer
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{
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FFlatVertex *map;
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unsigned int mIndex;
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unsigned int mCurIndex;
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void CheckPlanes(sector_t *sector);
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@ -49,6 +50,23 @@ public:
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void BindVBO();
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void CheckUpdate(sector_t *sector);
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FFlatVertex *GetBuffer()
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{
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return &map[mCurIndex];
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}
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unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
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{
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unsigned int newofs = unsigned int(newptr - map);
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unsigned int diff = newofs - mCurIndex;
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*poffset = mCurIndex;
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mCurIndex = newofs;
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return diff;
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}
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void Reset()
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{
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mCurIndex = mIndex;
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}
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private:
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int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
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int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
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@ -238,21 +238,72 @@ bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
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void GLFlat::DrawSubsector(subsector_t * sub)
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{
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glBegin(GL_TRIANGLE_FAN);
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for(unsigned int k=0; k<sub->numlines; k++)
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if (!gl_usevbo)
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{
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vertex_t *vt = sub->firstline[k].v1;
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glTexCoord2f(vt->fx/64.f, -vt->fy/64.f);
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float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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glVertex3f(vt->fx, zc, vt->fy);
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glBegin(GL_TRIANGLE_FAN);
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if (plane.plane.a | plane.plane.b)
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{
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for (unsigned int k = 0; k < sub->numlines; k++)
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{
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vertex_t *vt = sub->firstline[k].v1;
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glTexCoord2f(vt->fx / 64.f, -vt->fy / 64.f);
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float zc = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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glVertex3f(vt->fx, zc, vt->fy);
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}
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}
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else
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{
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float zc = FIXED2FLOAT(plane.plane.Zat0()) + dz;
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for (unsigned int k = 0; k < sub->numlines; k++)
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{
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vertex_t *vt = sub->firstline[k].v1;
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glTexCoord2f(vt->fx / 64.f, -vt->fy / 64.f);
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glVertex3f(vt->fx, zc, vt->fy);
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}
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}
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glEnd();
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}
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else
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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if (plane.plane.a | plane.plane.b)
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{
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for (unsigned int k = 0; k < sub->numlines; k++)
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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fx;
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ptr->y = vt->fy;
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ptr->z = plane.plane.ZatPoint(vt->fx, vt->fy) + dz;
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ptr->u = vt->fx / 64.f;
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ptr->v = -vt->fy / 64.f;
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ptr++;
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}
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}
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else
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{
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float zc = FIXED2FLOAT(plane.plane.Zat0()) + dz;
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for (unsigned int k = 0; k < sub->numlines; k++)
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{
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vertex_t *vt = sub->firstline[k].v1;
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ptr->x = vt->fx;
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ptr->y = vt->fy;
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ptr->z = zc;
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ptr->u = vt->fx / 64.f;
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ptr->v = -vt->fy / 64.f;
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ptr++;
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}
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}
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unsigned int offset;
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unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
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glDrawArrays(GL_TRIANGLE_FAN, offset, count);
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}
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glEnd();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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//==========================================================================
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//
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//
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@ -292,7 +343,6 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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}
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else
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{
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//glColor3f( .5f,1.f,.5f); // these are for testing the VBO stuff.
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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{
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@ -931,6 +931,7 @@ void FGLRenderer::RenderView (player_t* player)
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}
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Reset();
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// reset statistics counters
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ResetProfilingData();
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@ -991,6 +992,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
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bounds.height=height;
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glFlush();
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SetFixedColormap(player);
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Reset();
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// Check if there's some lights. If not some code can be skipped.
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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@ -45,6 +45,7 @@
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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/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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@ -88,6 +89,37 @@ void GLWall::SplitUpperEdge(texcoord * tcs)
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vertexcount += sidedef->numsegs-1;
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}
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void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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float facu = (tcs[2].u - tcs[1].u) / polyw;
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float facv = (tcs[2].v - tcs[1].v) / polyw;
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float fact = (ztop[1] - ztop[0]) / polyw;
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float facc = (zceil[1] - zceil[0]) / polyw;
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float facf = (zfloor[1] - zfloor[0]) / polyw;
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for (int i = 0; i < sidedef->numsegs - 1; i++)
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{
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seg_t *cseg = sidedef->segs[i];
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float sidefrac = cseg->sidefrac;
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if (sidefrac <= glseg.fracleft) continue;
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if (sidefrac >= glseg.fracright) return;
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float fracfac = sidefrac - glseg.fracleft;
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ptr->x = cseg->v2->fx;
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ptr->y = cseg->v2->fy;
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ptr->z = ztop[0] + fact * fracfac;
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ptr->u = tcs[1].u + facu * fracfac;
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ptr->v = tcs[1].v + facv * fracfac;
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ptr++;
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}
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vertexcount += sidedef->numsegs - 1;
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}
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//==========================================================================
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//
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// Split upper edge of wall
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@ -121,6 +153,37 @@ void GLWall::SplitLowerEdge(texcoord * tcs)
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vertexcount += sidedef->numsegs-1;
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}
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void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
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{
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if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return;
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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float facu = (tcs[3].u - tcs[0].u) / polyw;
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float facv = (tcs[3].v - tcs[0].v) / polyw;
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float facb = (zbottom[1] - zbottom[0]) / polyw;
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float facc = (zceil[1] - zceil[0]) / polyw;
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float facf = (zfloor[1] - zfloor[0]) / polyw;
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for (int i = sidedef->numsegs - 2; i >= 0; i--)
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{
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seg_t *cseg = sidedef->segs[i];
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float sidefrac = cseg->sidefrac;
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if (sidefrac >= glseg.fracright) continue;
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if (sidefrac <= glseg.fracleft) return;
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float fracfac = sidefrac - glseg.fracleft;
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ptr->x = cseg->v2->fx;
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ptr->y = cseg->v2->fy;
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ptr->z = zbottom[0] + facb * fracfac;
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ptr->u = tcs[0].u + facu * fracfac;
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ptr->v = tcs[0].v + facv * fracfac;
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ptr++;
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}
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vertexcount += sidedef->numsegs - 1;
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}
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//==========================================================================
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//
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// Split left edge of wall
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@ -153,6 +216,35 @@ void GLWall::SplitLeftEdge(texcoord * tcs)
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}
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}
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void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
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{
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if (vertexes[0] == NULL) return;
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vertex_t * vi = vertexes[0];
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if (vi->numheights)
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{
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int i = 0;
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float polyh1 = ztop[0] - zbottom[0];
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float factv1 = polyh1 ? (tcs[1].v - tcs[0].v) / polyh1 : 0;
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float factu1 = polyh1 ? (tcs[1].u - tcs[0].u) / polyh1 : 0;
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while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
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while (i<vi->numheights && vi->heightlist[i] < ztop[0])
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{
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ptr->x = glseg.x1;
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ptr->y = glseg.y1;
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ptr->z = vi->heightlist[i];
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ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u;
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ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v;
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ptr++;
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i++;
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}
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vertexcount += i;
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}
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}
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//==========================================================================
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//
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// Split right edge of wall
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@ -185,3 +277,32 @@ void GLWall::SplitRightEdge(texcoord * tcs)
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}
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}
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void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
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{
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if (vertexes[1] == NULL) return;
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vertex_t * vi = vertexes[1];
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if (vi->numheights)
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{
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int i = vi->numheights - 1;
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float polyh2 = ztop[1] - zbottom[1];
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float factv2 = polyh2 ? (tcs[2].v - tcs[3].v) / polyh2 : 0;
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float factu2 = polyh2 ? (tcs[2].u - tcs[3].u) / polyh2 : 0;
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while (i>0 && vi->heightlist[i] >= ztop[1]) i--;
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while (i>0 && vi->heightlist[i] > zbottom[1])
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{
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ptr->x = glseg.x2;
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ptr->y = glseg.y2;
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ptr->z = vi->heightlist[i];
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ptr->u = factu2*(vi->heightlist[i] - ztop[1]) + tcs[2].u;
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ptr->v = factv2*(vi->heightlist[i] - ztop[1]) + tcs[2].v;
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ptr++;
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i--;
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}
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vertexcount += i;
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}
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}
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@ -20,6 +20,7 @@ struct GLDrawList;
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struct GLSkyInfo;
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struct FTexCoordInfo;
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struct FPortal;
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struct FFlatVertex;
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enum WallTypes
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@ -215,6 +216,11 @@ private:
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void SplitUpperEdge(texcoord * tcs);
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void SplitLowerEdge(texcoord * tcs);
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void SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr);
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void SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr);
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public:
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void Process(seg_t *seg, sector_t *frontsector, sector_t *backsector);
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@ -48,7 +48,9 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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@ -248,38 +250,80 @@ void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
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// the rest of the code is identical for textured rendering and lights
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glBegin(GL_TRIANGLE_FAN);
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// lower left corner
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if (textured&1) glTexCoord2f(tcs[0].u,tcs[0].v);
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glVertex3f(glseg.x1,zbottom[0],glseg.y1);
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if (!gl_usevbo)
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{
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glBegin(GL_TRIANGLE_FAN);
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if (split && glseg.fracleft==0) SplitLeftEdge(tcs);
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// lower left corner
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if (textured & 1) glTexCoord2f(tcs[0].u, tcs[0].v);
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glVertex3f(glseg.x1, zbottom[0], glseg.y1);
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// upper left corner
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if (textured&1) glTexCoord2f(tcs[1].u,tcs[1].v);
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glVertex3f(glseg.x1,ztop[0],glseg.y1);
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if (split && glseg.fracleft == 0) SplitLeftEdge(tcs);
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs);
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// upper left corner
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if (textured & 1) glTexCoord2f(tcs[1].u, tcs[1].v);
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glVertex3f(glseg.x1, ztop[0], glseg.y1);
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// color for right side
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if (color2) glColor4fv(color2);
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs);
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// upper right corner
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if (textured&1) glTexCoord2f(tcs[2].u,tcs[2].v);
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glVertex3f(glseg.x2,ztop[1],glseg.y2);
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// color for right side
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if (color2) glColor4fv(color2);
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if (split && glseg.fracright==1) SplitRightEdge(tcs);
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// upper right corner
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if (textured & 1) glTexCoord2f(tcs[2].u, tcs[2].v);
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glVertex3f(glseg.x2, ztop[1], glseg.y2);
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// lower right corner
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if (textured&1) glTexCoord2f(tcs[3].u,tcs[3].v);
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glVertex3f(glseg.x2,zbottom[1],glseg.y2);
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if (split && glseg.fracright == 1) SplitRightEdge(tcs);
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs);
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// lower right corner
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if (textured & 1) glTexCoord2f(tcs[3].u, tcs[3].v);
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glVertex3f(glseg.x2, zbottom[1], glseg.y2);
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glEnd();
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs);
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glEnd();
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vertexcount += 4;
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}
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else
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{
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->x = glseg.x1;
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ptr->y = glseg.y1;
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ptr->z = zbottom[0];
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ptr->u = tcs[0].u;
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ptr->v = tcs[0].v;
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ptr++;
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if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr);
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ptr->x = glseg.x1;
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ptr->y = glseg.y1;
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ptr->z = ztop[0];
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ptr->u = tcs[1].u;
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ptr->v = tcs[1].v;
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ptr++;
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr);
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ptr->x = glseg.x2;
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ptr->y = glseg.y2;
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ptr->z = ztop[1];
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ptr->u = tcs[2].u;
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ptr->v = tcs[2].v;
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ptr++;
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if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr);
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ptr->x = glseg.x2;
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ptr->y = glseg.y2;
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ptr->z = zbottom[1];
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ptr->u = tcs[3].u;
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ptr->v = tcs[3].v;
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ptr++;
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr);
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unsigned int offset;
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unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
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glDrawArrays(GL_TRIANGLE_FAN, offset, count);
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vertexcount += 4;
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}
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vertexcount+=4;
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue