/* ** gl_vertex.cpp ** **--------------------------------------------------------------------------- ** Copyright 2006 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "gl/gl_functions.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_glow.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_templates.h" EXTERN_CVAR(Bool, gl_seamless) //========================================================================== // // Split upper edge of wall // //========================================================================== void GLWall::SplitUpperEdge(FFlatVertex *&ptr) { if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return; side_t *sidedef = seg->sidedef; float polyw = glseg.fracright - glseg.fracleft; float facu = (tcs[UPRGT].u - tcs[UPLFT].u) / polyw; float facv = (tcs[UPRGT].v - tcs[UPLFT].v) / polyw; float fact = (ztop[1] - ztop[0]) / polyw; float facc = (zceil[1] - zceil[0]) / polyw; float facf = (zfloor[1] - zfloor[0]) / polyw; for (int i = 0; i < sidedef->numsegs - 1; i++) { seg_t *cseg = sidedef->segs[i]; float sidefrac = cseg->sidefrac; if (sidefrac <= glseg.fracleft) continue; if (sidefrac >= glseg.fracright) return; float fracfac = sidefrac - glseg.fracleft; ptr->x = cseg->v2->fX(); ptr->y = cseg->v2->fY(); ptr->z = ztop[0] + fact * fracfac; ptr->u = tcs[UPLFT].u + facu * fracfac; ptr->v = tcs[UPLFT].v + facv * fracfac; ptr++; } } //========================================================================== // // Split upper edge of wall // //========================================================================== void GLWall::SplitLowerEdge(FFlatVertex *&ptr) { if (seg == NULL || seg->sidedef == NULL || (seg->sidedef->Flags & WALLF_POLYOBJ) || seg->sidedef->numsegs == 1) return; side_t *sidedef = seg->sidedef; float polyw = glseg.fracright - glseg.fracleft; float facu = (tcs[LORGT].u - tcs[LOLFT].u) / polyw; float facv = (tcs[LORGT].v - tcs[LOLFT].v) / polyw; float facb = (zbottom[1] - zbottom[0]) / polyw; float facc = (zceil[1] - zceil[0]) / polyw; float facf = (zfloor[1] - zfloor[0]) / polyw; for (int i = sidedef->numsegs - 2; i >= 0; i--) { seg_t *cseg = sidedef->segs[i]; float sidefrac = cseg->sidefrac; if (sidefrac >= glseg.fracright) continue; if (sidefrac <= glseg.fracleft) return; float fracfac = sidefrac - glseg.fracleft; ptr->x = cseg->v2->fX(); ptr->y = cseg->v2->fY(); ptr->z = zbottom[0] + facb * fracfac; ptr->u = tcs[LOLFT].u + facu * fracfac; ptr->v = tcs[LOLFT].v + facv * fracfac; ptr++; } } //========================================================================== // // Split left edge of wall // //========================================================================== void GLWall::SplitLeftEdge(FFlatVertex *&ptr) { if (vertexes[0] == NULL) return; vertex_t * vi = vertexes[0]; if (vi->numheights) { int i = 0; float polyh1 = ztop[0] - zbottom[0]; float factv1 = polyh1 ? (tcs[UPLFT].v - tcs[LOLFT].v) / polyh1 : 0; float factu1 = polyh1 ? (tcs[UPLFT].u - tcs[LOLFT].u) / polyh1 : 0; while (inumheights && vi->heightlist[i] <= zbottom[0]) i++; while (inumheights && vi->heightlist[i] < ztop[0]) { ptr->x = glseg.x1; ptr->y = glseg.y1; ptr->z = vi->heightlist[i]; ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].u; ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].v; ptr++; i++; } } } //========================================================================== // // Split right edge of wall // //========================================================================== void GLWall::SplitRightEdge(FFlatVertex *&ptr) { if (vertexes[1] == NULL) return; vertex_t * vi = vertexes[1]; if (vi->numheights) { int i = vi->numheights - 1; float polyh2 = ztop[1] - zbottom[1]; float factv2 = polyh2 ? (tcs[UPRGT].v - tcs[LORGT].v) / polyh2 : 0; float factu2 = polyh2 ? (tcs[UPRGT].u - tcs[LORGT].u) / polyh2 : 0; while (i>0 && vi->heightlist[i] >= ztop[1]) i--; while (i>0 && vi->heightlist[i] > zbottom[1]) { ptr->x = glseg.x2; ptr->y = glseg.y2; ptr->z = vi->heightlist[i]; ptr->u = factu2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].u; ptr->v = factv2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].v; ptr++; i--; } } }