/* ** 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/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) extern int vertexcount; //========================================================================== // // Split upper edge of wall // //========================================================================== void GLWall::SplitUpperEdge(texcoord * tcs, bool glow) { 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[2].u - tcs[1].u) / polyw; float facv = (tcs[2].v - tcs[1].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; if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - ztop[0] + (facc - fact) * fracfac, ztop[0] - zfloor[0] + (fact - facf) * fracfac); gl.TexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac); gl.Vertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy); } vertexcount += sidedef->numsegs-1; } //========================================================================== // // Split upper edge of wall // //========================================================================== void GLWall::SplitLowerEdge(texcoord * tcs, bool glow) { 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[3].u - tcs[0].u) / polyw; float facv = (tcs[3].v - tcs[0].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; if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - zbottom[0] + (facc - facb) * fracfac, zbottom[0] - zfloor[0] + (facb - facf) * fracfac); gl.TexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac); gl.Vertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy); } vertexcount += sidedef->numsegs-1; } //========================================================================== // // Split left edge of wall // //========================================================================== void GLWall::SplitLeftEdge(texcoord * tcs, bool glow) { 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[1].v - tcs[0].v) / polyh1:0; float factu1=polyh1? (tcs[1].u - tcs[0].u) / polyh1:0; while (inumheights && vi->heightlist[i] <= zbottom[0] ) i++; while (inumheights && vi->heightlist[i] < ztop[0]) { if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[0] - vi->heightlist[i], vi->heightlist[i] - zfloor[0]); gl.TexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u, factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v); gl.Vertex3f(glseg.x1, vi->heightlist[i], glseg.y1); i++; } vertexcount+=i; } } //========================================================================== // // Split right edge of wall // //========================================================================== void GLWall::SplitRightEdge(texcoord * tcs, bool glow) { 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[2].v - tcs[3].v) / polyh2:0; float factu2 = polyh2? (tcs[2].u - tcs[3].u) / polyh2:0; while (i>0 && vi->heightlist[i] >= ztop[1]) i--; while (i>0 && vi->heightlist[i] > zbottom[1]) { if (glow) gl.VertexAttrib2f(VATTR_GLOWDISTANCE, zceil[1] - vi->heightlist[i], vi->heightlist[i] - zfloor[1]); gl.TexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u, factv2 * (vi->heightlist[i] - ztop[1]) + tcs[2].v); gl.Vertex3f(glseg.x2, vi->heightlist[i], glseg.y2); i--; } vertexcount+=i; } }