- moved the files

This commit is contained in:
Christoph Oelckers 2018-04-27 00:28:30 +02:00
parent dd524b046e
commit fc0d673935
5 changed files with 321 additions and 4 deletions

View File

@ -792,7 +792,7 @@ set( NOT_COMPILED_SOURCE_FILES
)
# This is disabled for now because I cannot find a way to give the .pch file a different name.
# Visual C++ 2015 seems hell-bent of only allowing one .pch file with the same name as the executable.
# Visual C++ 2015 seems hell-bent on only allowing one .pch file with the same name as the executable.
#enable_precompiled_headers( g_pch2.h FASTMATH_PCH_SOURCES )
# Enable fast math for some sources
@ -816,7 +816,6 @@ set( FASTMATH_SOURCES
gl/scene/gl_decal.cpp
gl/scene/gl_drawinfo.cpp
gl/scene/gl_flats.cpp
gl/scene/gl_walls.cpp
gl/scene/gl_sprite.cpp
gl/scene/gl_skydome.cpp
gl/scene/gl_weapon.cpp
@ -825,14 +824,14 @@ set( FASTMATH_SOURCES
gl/scene/gl_sky.cpp
gl/scene/gl_portal.cpp
gl/scene/gl_walls_draw.cpp
gl/scene/gl_vertex.cpp
gl/scene/gl_spritelight.cpp
gl_load/gl_load.c
gl/models/gl_models.cpp
hwrenderer/dynlights/hw_dynlightdata.cpp
hwrenderer/scene/hw_fakeflat.cpp
hwrenderer/scene/hw_clipper.cpp
hwrenderer/scene/hw_renderhacks.cpp
hwrenderer/scene/hw_walls.cpp
hwrenderer/scene/hw_walls_vertex.cpp
r_data/models/models.cpp
r_data/matrix.cpp
sound/adlmidi/adldata.cpp
@ -1018,6 +1017,7 @@ set (PCH_SOURCES
gl/data/gl_vertexbuffer.cpp
gl/dynlights/gl_lightbuffer.cpp
gl/dynlights/gl_shadowmap.cpp
gl/models/gl_models.cpp
gl/renderer/gl_quaddrawer.cpp
gl/renderer/gl_renderer.cpp
gl/renderer/gl_renderstate.cpp

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@ -0,0 +1,283 @@
#pragma once
//==========================================================================
//
// One wall segment in the draw list
//
//==========================================================================
#include "r_defs.h"
#include "r_data/renderstyle.h"
#include "textures/textures.h"
#include "r_data/colormaps.h"
#pragma warning(disable:4244)
struct GLHorizonInfo;
struct GLSkyInfo;
struct F3DFloor;
class FMaterial;
struct FTexCoordInfo;
struct FSectorPortalGroup;
struct FFlatVertex;
struct FLinePortalSpan;
struct FDynLightData;
enum WallTypes
{
RENDERWALL_NONE,
RENDERWALL_TOP,
RENDERWALL_M1S,
RENDERWALL_M2S,
RENDERWALL_BOTTOM,
RENDERWALL_FOGBOUNDARY,
RENDERWALL_MIRRORSURFACE,
RENDERWALL_M2SNF,
RENDERWALL_COLOR,
RENDERWALL_FFBLOCK,
// Insert new types at the end!
};
enum PortalTypes
{
PORTALTYPE_SKY,
PORTALTYPE_HORIZON,
PORTALTYPE_SKYBOX,
PORTALTYPE_SECTORSTACK,
PORTALTYPE_PLANEMIRROR,
PORTALTYPE_MIRROR,
PORTALTYPE_LINETOLINE,
};
//==========================================================================
//
// One sector plane, still in fixed point
//
//==========================================================================
struct GLSectorPlane
{
FTextureID texture;
secplane_t plane;
float Texheight;
float Angle;
FVector2 Offs;
FVector2 Scale;
void GetFromSector(sector_t * sec, int ceiling)
{
Offs.X = (float)sec->GetXOffset(ceiling);
Offs.Y = (float)sec->GetYOffset(ceiling);
Scale.X = (float)sec->GetXScale(ceiling);
Scale.Y = (float)sec->GetYScale(ceiling);
Angle = (float)sec->GetAngle(ceiling).Degrees;
texture = sec->GetTexture(ceiling);
plane = sec->GetSecPlane(ceiling);
Texheight = (float)((ceiling == sector_t::ceiling)? plane.fD() : -plane.fD());
}
};
struct GLSeg
{
float x1,x2;
float y1,y2;
float fracleft, fracright; // fractional offset of the 2 vertices on the linedef
FVector3 Normal() const
{
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim and this is called quite frequently.
float x = y2 - y1;
float y = x1 - x2;
float ilength = 1.f / sqrtf(x*x + y*y);
return FVector3(x * ilength, 0, y * ilength);
}
};
struct texcoord
{
float u,v;
};
struct HWDrawInfo;
class GLWall
{
public:
static const char passflag[];
enum
{
GLWF_CLAMPX=1,
GLWF_CLAMPY=2,
GLWF_SKYHACK=4,
GLWF_GLOW=8, // illuminated by glowing flats
GLWF_NOSPLITUPPER=16,
GLWF_NOSPLITLOWER=32,
GLWF_NOSPLIT=64,
GLWF_TRANSLUCENT = 128
};
enum
{
RWF_BLANK = 0,
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
RWF_NOSPLIT = 4,
RWF_NORENDER = 8,
};
enum
{
LOLFT,
UPLFT,
UPRGT,
LORGT,
};
friend struct GLDrawList;
friend class GLPortal;
vertex_t * vertexes[2]; // required for polygon splitting
FMaterial *gltexture;
TArray<lightlist_t> *lightlist;
GLSeg glseg;
float ztop[2],zbottom[2];
texcoord tcs[4];
float alpha;
FColormap Colormap;
ERenderStyle RenderStyle;
float ViewDistance;
int lightlevel;
uint8_t type;
uint8_t flags;
short rellight;
float topglowcolor[4];
float bottomglowcolor[4];
int dynlightindex;
union
{
// it's either one of them but never more!
FSectorPortal *secportal; // sector portal (formerly skybox)
GLSkyInfo * sky; // for normal sky
GLHorizonInfo * horizon; // for horizon information
FSectorPortalGroup * portal; // stacked sector portals
secplane_t * planemirror; // for plane mirrors
FLinePortalSpan *lineportal; // line-to-line portals
};
secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows.
// these are not the same as ytop and ybottom!!!
float zceil[2];
float zfloor[2];
unsigned int vertindex;
unsigned int vertcount;
public:
seg_t * seg; // this gives the easiest access to all other structs involved
subsector_t * sub; // For polyobjects
//private:
void PutWall(HWDrawInfo *di, bool translucent);
void PutPortal(HWDrawInfo *di, int ptype);
void CheckTexturePosition(FTexCoordInfo *tci);
void Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent);
bool SplitWallComplex(HWDrawInfo *di, sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright);
void SplitWall(HWDrawInfo *di, sector_t * frontsector, bool translucent);
bool SetupLights(FDynLightData &lightdata);
void MakeVertices(HWDrawInfo *di, bool nosplit);
void SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowmirror);
void SkyLine(HWDrawInfo *di, sector_t *sec, line_t *line);
void SkyNormal(HWDrawInfo *di, sector_t * fs,vertex_t * v1,vertex_t * v2);
void SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
void SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
bool DoHorizon(HWDrawInfo *di, seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
bool SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float ceilingrefheight,
float topleft, float topright, float bottomleft, float bottomright, float t_ofs);
void DoTexture(HWDrawInfo *di, int type,seg_t * seg,int peg,
float ceilingrefheight, float floorrefheight,
float CeilingHeightstart,float CeilingHeightend,
float FloorHeightstart,float FloorHeightend,
float v_offset);
void DoMidTexture(HWDrawInfo *di, seg_t * seg, bool drawfogboundary,
sector_t * front, sector_t * back,
sector_t * realfront, sector_t * realback,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
void GetPlanePos(F3DFloor::planeref * planeref, float & left, float & right);
void BuildFFBlock(HWDrawInfo *di, seg_t * seg, F3DFloor * rover,
float ff_topleft, float ff_topright,
float ff_bottomleft, float ff_bottomright);
void InverseFloors(HWDrawInfo *di, seg_t * seg, sector_t * frontsector,
float topleft, float topright,
float bottomleft, float bottomright);
void ClipFFloors(HWDrawInfo *di, seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
float topleft, float topright,
float bottomleft, float bottomright);
void DoFFloorBlocks(HWDrawInfo *di, seg_t * seg, sector_t * frontsector, sector_t * backsector,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
void CreateVertices(FFlatVertex *&ptr, bool nosplit);
void SplitLeftEdge (FFlatVertex *&ptr);
void SplitRightEdge(FFlatVertex *&ptr);
void SplitUpperEdge(FFlatVertex *&ptr);
void SplitLowerEdge(FFlatVertex *&ptr);
int CountVertices();
public:
GLWall() {}
GLWall(const GLWall &other)
{
memcpy(this, &other, sizeof(GLWall));
}
GLWall & operator=(const GLWall &other)
{
memcpy(this, &other, sizeof(GLWall));
return *this;
}
void Process(HWDrawInfo *di, seg_t *seg, sector_t *frontsector, sector_t *backsector);
void ProcessLowerMiniseg(HWDrawInfo *di, seg_t *seg, sector_t *frontsector, sector_t *backsector);
float PointOnSide(float x,float y)
{
return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
}
// Lines start-end and fdiv must intersect.
double CalcIntersectionVertex(GLWall * w2)
{
float ax = glseg.x1, ay=glseg.y1;
float bx = glseg.x2, by=glseg.y2;
float cx = w2->glseg.x1, cy=w2->glseg.y1;
float dx = w2->glseg.x2, dy=w2->glseg.y2;
return ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx));
}
};
inline float Dist2(float x1,float y1,float x2,float y2)
{
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
}

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@ -0,0 +1,34 @@
#pragma once
#include "hwrenderer/textures/hw_material.h"
struct GLSkyInfo
{
float x_offset[2];
float y_offset; // doubleskies don't have a y-offset
FMaterial * texture[2];
FTextureID skytexno1;
bool mirrored;
bool doublesky;
bool sky2;
PalEntry fadecolor;
bool operator==(const GLSkyInfo & inf)
{
return !memcmp(this, &inf, sizeof(*this));
}
bool operator!=(const GLSkyInfo & inf)
{
return !!memcmp(this, &inf, sizeof(*this));
}
void init(int sky1, PalEntry fadecolor);
};
struct GLHorizonInfo
{
GLSectorPlane plane;
int lightlevel;
FColormap colormap;
PalEntry specialcolor;
};