mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 15:31:30 +00:00
196 lines
6.8 KiB
C++
196 lines
6.8 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/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 (i<vi->numheights && vi->heightlist[i] <= zbottom[0] ) i++;
|
||
|
while (i<vi->numheights && 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;
|
||
|
}
|
||
|
}
|
||
|
|