qzdoom/src/hwrenderer/scene/hw_walls_vertex.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2006-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
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#include "r_defs.h"
#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
EXTERN_CVAR(Bool, gl_seamless)
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitUpperEdge(FFlatVertex *&ptr)
{
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)
{
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--;
}
}
}
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//==========================================================================
//
// Create vertices for one wall
//
//==========================================================================
void GLWall::CreateVertices(FFlatVertex *&ptr, bool split)
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{
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
ptr++;
if (split && glseg.fracleft == 0) SplitLeftEdge(ptr);
ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
ptr++;
if (split && !(flags & GLWF_NOSPLITUPPER && seg->sidedef->numsegs > 1)) SplitUpperEdge(ptr);
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ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
ptr++;
if (split && glseg.fracright == 1) SplitRightEdge(ptr);
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
ptr++;
if (split && !(flags & GLWF_NOSPLITLOWER) && seg->sidedef->numsegs > 1) SplitLowerEdge(ptr);
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}
//==========================================================================
//
//
//
//==========================================================================
int GLWall::CountVertices()
{
int cnt = 4;
vertex_t * vi = vertexes[0];
if (glseg.fracleft == 0 && vi != nullptr && vi->numheights)
{
int i = 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
i++;
cnt++;
}
}
auto sidedef = seg->sidedef;
constexpr auto NOSPLIT_LOWER_UPPER = GLWF_NOSPLITLOWER | GLWF_NOSPLITUPPER;
const bool canSplit = (flags & NOSPLIT_LOWER_UPPER) != NOSPLIT_LOWER_UPPER;
if (canSplit && sidedef->numsegs > 1)
{
int cnt2 = 0;
for (int i = sidedef->numsegs - 2; i >= 0; i--)
{
float sidefrac = sidedef->segs[i]->sidefrac;
if (sidefrac >= glseg.fracright) continue;
if (sidefrac <= glseg.fracleft) break;
cnt2++;
}
const bool splitBoth = !(flags & NOSPLIT_LOWER_UPPER);
if (splitBoth) cnt2 <<= 1;
cnt += cnt2;
}
vi = vertexes[1];
if (glseg.fracright == 1 && vi != nullptr && vi->numheights)
{
int i = 0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[1]) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[1])
{
i++;
cnt++;
}
}
return cnt;
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}
//==========================================================================
//
// build the vertices for this wall
//
//==========================================================================
void GLWall::MakeVertices(HWDrawInfo *di, bool nosplit)
{
if (vertcount == 0)
{
bool split = (gl_seamless && !nosplit && seg->sidedef != nullptr && !(seg->sidedef->Flags & WALLF_POLYOBJ) && !(flags & GLWF_NOSPLIT));
vertcount = split ? CountVertices() : 4;
auto ret = di->AllocVertices(vertcount);
vertindex = ret.second;
CreateVertices(ret.first, split);
}
}