mirror of
https://github.com/ZDoom/gzdoom.git
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187 lines
6.2 KiB
C++
187 lines
6.2 KiB
C++
/*
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** gl_vertex.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2006 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl/gl_functions.h"
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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/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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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_templates.h"
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EXTERN_CVAR(Bool, gl_seamless)
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extern int vertexcount;
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//==========================================================================
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//
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// Split upper edge of wall
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//
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//==========================================================================
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void GLWall::SplitUpperEdge(texcoord * tcs)
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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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glTexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy);
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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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//
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//==========================================================================
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void GLWall::SplitLowerEdge(texcoord * tcs)
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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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glTexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac);
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glVertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy);
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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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//
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//==========================================================================
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void GLWall::SplitLeftEdge(texcoord * tcs)
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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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glTexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u,
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factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v);
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glVertex3f(glseg.x1, vi->heightlist[i], glseg.y1);
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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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//
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//==========================================================================
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void GLWall::SplitRightEdge(texcoord * tcs)
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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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glTexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u,
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factv2 * (vi->heightlist[i] - ztop[1]) + tcs[2].v);
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glVertex3f(glseg.x2, vi->heightlist[i], glseg.y2);
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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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