gzdoom/src/gl/scene/gl_vertex.cpp
Christoph Oelckers 2b92048a5b - renamed the texture coord variables in GLWall.
It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
2016-05-05 11:48:39 +02:00

197 lines
6.4 KiB
C++

/*
** 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 (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && 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--;
}
}
}