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- fixed parentheses in ADynamicLight::DistToSeg.
- floatifed OpenGL sector grouping. - optimized light node collection. It should not create light nodes for out of range segs.
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parent
3e94832bfd
commit
25d7eaed0a
3 changed files with 29 additions and 26 deletions
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@ -102,7 +102,8 @@ GLSectorStackPortal *FPortal::GetGLPortal()
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//==========================================================================
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//==========================================================================
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//
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//
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//
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// this is left as fixed_t because the nodes also are, it makes no sense
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// to convert this without converting the nodes as well.
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//
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//
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//==========================================================================
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//==========================================================================
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@ -102,11 +102,11 @@ static void DoSetMapSection(subsector_t *sub, int num)
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struct cvertex_t
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struct cvertex_t
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{
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{
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fixed_t x, y;
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double X, Y;
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operator int () const { return ((x>>16)&0xffff) | y; }
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operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
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bool operator!= (const cvertex_t &other) const { return x != other.x || y != other.y; }
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bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
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cvertex_t& operator =(const vertex_t *v) { x = v->fixX(); y = v->fixY(); return *this; }
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cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
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};
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};
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typedef TMap<cvertex_t, int> FSectionVertexMap;
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typedef TMap<cvertex_t, int> FSectionVertexMap;
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@ -4,7 +4,7 @@
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**
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**
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**---------------------------------------------------------------------------
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** Copyright 2003 Timothy Stump
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** Copyright 2005 Christoph Oelckers
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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** All rights reserved.
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**
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**
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** Redistribution and use in source and binary forms, with or without
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** Redistribution and use in source and binary forms, with or without
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@ -515,7 +515,7 @@ double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
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double seg_dy = seg->v2->fY() - seg->v1->fY();
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double seg_dy = seg->v2->fY() - seg->v1->fY();
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = ((pos.X - seg->v1->fX()) * seg_dx + pos.Y - seg->v1->fY()) * seg_dy / seg_length_sq;
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u = (((pos.X - seg->v1->fX()) * seg_dx) + (pos.Y - seg->v1->fY()) * seg_dy) / seg_length_sq;
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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else if (u > 1.) u = 1.;
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else if (u > 1.) u = 1.;
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@ -553,10 +553,14 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec
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{
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{
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seg_t * seg = subSec->firstline + i;
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seg_t * seg = subSec->firstline + i;
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if (seg->sidedef && seg->linedef && seg->linedef->validcount!=::validcount)
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// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
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// If out of range we do not need to bother with this seg.
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if (DistToSeg(pos, seg) <= radius)
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{
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if (seg->sidedef && seg->linedef && seg->linedef->validcount != ::validcount)
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{
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{
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// light is in front of the seg
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// light is in front of the seg
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if ((pos.Y - seg->v1->fixY()) * (seg->v2->fX() - seg->v1->fixX()) + (seg->v1->fX() - pos.X * (seg->v2->fY() - seg->v1->fY())) <= 0)
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if ((pos.Y - seg->v1->fY()) * (seg->v2->fX() - seg->v1->fX()) + (seg->v1->fX() - pos.X * (seg->v2->fY() - seg->v1->fY())) <= 0)
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{
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{
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seg->linedef->validcount = validcount;
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seg->linedef->validcount = validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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@ -566,8 +570,6 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec
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{
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{
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FLinePortal *port = seg->linedef->getPortal();
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FLinePortal *port = seg->linedef->getPortal();
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if (port && port->mType == PORTT_LINKED)
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if (port && port->mType == PORTT_LINKED)
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{
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if (DistToSeg(pos, seg) <= radius)
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{
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{
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line_t *other = port->mDestination;
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line_t *other = port->mDestination;
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if (other->validcount != ::validcount)
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if (other->validcount != ::validcount)
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@ -577,16 +579,12 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec
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}
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}
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}
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}
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}
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}
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}
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seg_t *partner = seg->PartnerSeg;
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seg_t *partner = seg->PartnerSeg;
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if (partner)
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if (partner)
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{
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{
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subsector_t *sub = partner->Subsector;
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subsector_t *sub = partner->Subsector;
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if (sub != NULL && sub->validcount!=::validcount)
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if (sub != NULL && sub->validcount != ::validcount)
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{
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// check distance from x/y to seg and if within radius add opposing subsector (lather/rinse/repeat)
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if (DistToSeg(pos, seg) <= radius)
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{
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{
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CollectWithinRadius(pos, sub, radius);
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CollectWithinRadius(pos, sub, radius);
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}
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}
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@ -625,6 +623,10 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec
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void ADynamicLight::LinkLight()
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void ADynamicLight::LinkLight()
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{
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{
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if (X() == 1088 && Y() == 2832)
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{
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int a = 0;
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}
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// mark the old light nodes
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// mark the old light nodes
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FLightNode * node;
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FLightNode * node;
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