mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
- implement drawing sides with lightmaps
- misc bug fixes in lump loading and format
This commit is contained in:
parent
2f8cff90b6
commit
3f3769afdb
6 changed files with 77 additions and 41 deletions
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@ -1219,6 +1219,7 @@ struct side_t
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uint16_t Flags;
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int UDMFIndex; // needed to access custom UDMF fields which are stored in loading order.
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FLightNode * lighthead; // all dynamic lights that may affect this wall
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LightmapSurface *lightmap[4];
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seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
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int numsegs;
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int sidenum;
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@ -1461,8 +1462,6 @@ struct line_t
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int healthgroup; // [ZZ] this is the "destructible object" id
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int linenum;
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LightmapSurface *lightmap[4];
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DVector2 Delta() const
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{
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return delta;
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@ -1682,7 +1681,7 @@ struct LightmapSurface
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{
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SurfaceType Type;
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subsector_t *Subsector;
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line_t *Line;
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side_t *Side;
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sector_t *ControlSector;
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uint32_t LightmapNum;
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float *TexCoords;
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@ -3292,7 +3292,7 @@ void MapLoader::SetSubsectorLightmap(const LightmapSurface &surface)
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}
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}
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void MapLoader::SetLineLightmap(const LightmapSurface &surface)
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void MapLoader::SetSideLightmap(const LightmapSurface &surface)
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{
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int index = 0;
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switch (surface.Type)
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@ -3305,16 +3305,16 @@ void MapLoader::SetLineLightmap(const LightmapSurface &surface)
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if (!surface.ControlSector)
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{
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surface.Line->lightmap[index][0] = surface;
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surface.Side->lightmap[index][0] = surface;
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}
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else
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{
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const auto& ffloors = surface.Line->frontsector->e->XFloor.ffloors;
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const auto &ffloors = surface.Side->sector->e->XFloor.ffloors;
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for (unsigned int i = 0; i < ffloors.Size(); i++)
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{
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if (ffloors[i]->model == surface.ControlSector)
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{
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surface.Line->lightmap[index][i + 1] = surface;
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surface.Side->lightmap[index][i + 1] = surface;
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}
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}
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}
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@ -3337,7 +3337,7 @@ void MapLoader::LoadLightmap(MapData *map)
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uint16_t numTextures = fr.ReadUInt16();
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uint32_t numSurfaces = fr.ReadUInt32();
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uint32_t numTexCoords = fr.ReadUInt32();
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uint32_t numTexBytes = numSurfaces * numTextures * textureSize * 2;
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uint32_t numTexBytes = numTextures * textureSize * textureSize * 3 * 2;
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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return;
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@ -3348,8 +3348,8 @@ void MapLoader::LoadLightmap(MapData *map)
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unsigned int allSurfaces = 0;
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for (unsigned int i = 0; i < Level->lines.Size(); i++)
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allSurfaces += 3 + Level->lines[i].frontsector->e->XFloor.ffloors.Size() * 3;
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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allSurfaces += 3 + Level->sides[i].sector->e->XFloor.ffloors.Size() * 3;
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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allSurfaces += 2 + Level->subsectors[i].sector->e->XFloor.ffloors.Size() * 2;
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@ -3357,17 +3357,17 @@ void MapLoader::LoadLightmap(MapData *map)
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Level->LMSurfaces.Resize(allSurfaces);
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memset(&Level->LMSurfaces[0], 0, sizeof(LightmapSurface) * allSurfaces);
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// Link the surfaces to sectors, lines and their 3D floors
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// Link the surfaces to sectors, sides and their 3D floors
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unsigned int offset = 0;
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for (unsigned int i = 0; i < Level->lines.Size(); i++)
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for (unsigned int i = 0; i < Level->sides.Size(); i++)
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{
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auto& line = Level->lines[i];
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unsigned int count = 1 + line.frontsector->e->XFloor.ffloors.Size();
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line.lightmap[0] = &Level->LMSurfaces[offset];
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line.lightmap[1] = &Level->LMSurfaces[offset + count];
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line.lightmap[2] = line.lightmap[1];
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line.lightmap[3] = &Level->LMSurfaces[offset + count * 2];
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auto& side = Level->sides[i];
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unsigned int count = 1 + side.sector->e->XFloor.ffloors.Size();
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side.lightmap[0] = &Level->LMSurfaces[offset];
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side.lightmap[1] = &Level->LMSurfaces[offset + count];
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side.lightmap[2] = side.lightmap[1];
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side.lightmap[3] = &Level->LMSurfaces[offset + count * 2];
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offset += count * 3;
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}
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for (unsigned int i = 0; i < Level->subsectors.Size(); i++)
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@ -3397,7 +3397,7 @@ void MapLoader::LoadLightmap(MapData *map)
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surface.Type = type;
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surface.LightmapNum = lightmapNum;
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surface.TexCoords = &Level->LMTexCoords[firstTexCoord];
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surface.TexCoords = &Level->LMTexCoords[firstTexCoord * 2];
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if (type == ST_CEILING || type == ST_FLOOR)
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{
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@ -3407,8 +3407,8 @@ void MapLoader::LoadLightmap(MapData *map)
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}
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else if (type != ST_NULL)
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{
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surface.Line = &Level->lines[typeIndex];
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SetLineLightmap(surface);
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surface.Side = &Level->sides[typeIndex];
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SetSideLightmap(surface);
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}
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}
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@ -3423,6 +3423,9 @@ void MapLoader::LoadLightmap(MapData *map)
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Level->LMTextureData.Resize(numTexBytes);
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uint8_t* data = &Level->LMTextureData[0];
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fr.Read(data, numTexBytes);
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#if 0
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// Apply compression predictor
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for (uint32_t i = 1; i < numTexBytes; i++)
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data[i] += data[i - 1];
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#endif
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}
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@ -305,7 +305,7 @@ public:
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void CopySlopes();
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void SetSubsectorLightmap(const LightmapSurface &surface);
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void SetLineLightmap(const LightmapSurface &surface);
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void SetSideLightmap(const LightmapSurface &surface);
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void LoadLightmap(MapData *map);
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void LoadLevel(MapData *map, const char *lumpname, int position);
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@ -242,7 +242,7 @@ static int CreateIndexedSectorVerticesLM(FFlatVertexBuffer* fvb, sector_t* sec,
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int lindex = lightmap->LightmapNum;
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for (unsigned int j = 0; j < sub->numlines; j++)
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{
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SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline->v1, plane, luvs[j * 2], luvs[j * 2 + 1], lindex);
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SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane, luvs[j * 2], luvs[j * 2 + 1], lindex);
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vbo_shadowdata[vi + pos].z += diff;
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pos++;
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}
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@ -251,7 +251,7 @@ static int CreateIndexedSectorVerticesLM(FFlatVertexBuffer* fvb, sector_t* sec,
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{
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for (unsigned int j = 0; j < sub->numlines; j++)
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{
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SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline->v1, plane);
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SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane);
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vbo_shadowdata[vi + pos].z += diff;
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pos++;
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}
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@ -259,7 +259,7 @@ static int CreateIndexedSectorVerticesLM(FFlatVertexBuffer* fvb, sector_t* sec,
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}
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// Create the indices for the subsectors
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for (int i = 0; i < sec->subsectorcount; i++)
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for (i = 0, pos = 0; i < sec->subsectorcount; i++)
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{
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subsector_t* sub = sec->subsectors[i];
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int firstndx = vi + pos;
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@ -255,10 +255,10 @@ public:
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void ProcessDecals(HWDrawInfo *di);
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int CreateVertices(FFlatVertex *&ptr, bool nosplit);
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void SplitLeftEdge (FFlatVertex *&ptr);
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void SplitRightEdge(FFlatVertex *&ptr);
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void SplitUpperEdge(FFlatVertex *&ptr);
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void SplitLowerEdge(FFlatVertex *&ptr);
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void SplitLeftEdge (FFlatVertex *&ptr, float *lightuv, float lindex);
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void SplitRightEdge(FFlatVertex *&ptr, float *lightuv, float lindex);
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void SplitUpperEdge(FFlatVertex *&ptr, float *lightuv, float lindex);
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void SplitLowerEdge(FFlatVertex *&ptr, float *lightuv, float lindex);
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void CountLeftEdge (unsigned &ptr);
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void CountRightEdge(unsigned &ptr);
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@ -34,7 +34,7 @@ EXTERN_CVAR(Bool, gl_seamless)
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//
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//==========================================================================
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void HWWall::SplitUpperEdge(FFlatVertex *&ptr)
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void HWWall::SplitUpperEdge(FFlatVertex *&ptr, float *lightuv, float lindex)
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{
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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@ -43,6 +43,8 @@ void HWWall::SplitUpperEdge(FFlatVertex *&ptr)
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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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float faclu = (lightuv[UPRGT * 2] - lightuv[UPLFT * 2]) / polyw;
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float faclv = (lightuv[UPRGT * 2 + 1] - lightuv[UPLFT * 2 + 1]) / polyw;
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for (int i = 0; i < sidedef->numsegs - 1; i++)
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{
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@ -58,6 +60,9 @@ void HWWall::SplitUpperEdge(FFlatVertex *&ptr)
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ptr->z = ztop[0] + fact * fracfac;
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ptr->u = tcs[UPLFT].u + facu * fracfac;
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ptr->v = tcs[UPLFT].v + facv * fracfac;
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ptr->lu = lightuv[UPLFT * 2] + faclu * fracfac;
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ptr->lv = lightuv[UPLFT * 2 + 1] + faclv * fracfac;
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ptr->lindex = lindex;
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ptr++;
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}
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}
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@ -68,7 +73,7 @@ void HWWall::SplitUpperEdge(FFlatVertex *&ptr)
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//
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//==========================================================================
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void HWWall::SplitLowerEdge(FFlatVertex *&ptr)
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void HWWall::SplitLowerEdge(FFlatVertex *&ptr, float *lightuv, float lindex)
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{
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side_t *sidedef = seg->sidedef;
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float polyw = glseg.fracright - glseg.fracleft;
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@ -77,6 +82,8 @@ void HWWall::SplitLowerEdge(FFlatVertex *&ptr)
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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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float faclu = (lightuv[LORGT * 2] - lightuv[LOLFT * 2]) / polyw;
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float faclv = (lightuv[LORGT * 2 + 1] - lightuv[LOLFT * 2 + 1]) / polyw;
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for (int i = sidedef->numsegs - 2; i >= 0; i--)
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{
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@ -92,6 +99,9 @@ void HWWall::SplitLowerEdge(FFlatVertex *&ptr)
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ptr->z = zbottom[0] + facb * fracfac;
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ptr->u = tcs[LOLFT].u + facu * fracfac;
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ptr->v = tcs[LOLFT].v + facv * fracfac;
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ptr->lu = lightuv[LOLFT * 2] + faclu * fracfac;
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ptr->lv = lightuv[LOLFT * 2 + 1] + faclv * fracfac;
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ptr->lindex = lindex;
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ptr++;
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}
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}
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@ -102,7 +112,7 @@ void HWWall::SplitLowerEdge(FFlatVertex *&ptr)
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//
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//==========================================================================
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void HWWall::SplitLeftEdge(FFlatVertex *&ptr)
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void HWWall::SplitLeftEdge(FFlatVertex *&ptr, float *lightuv, float lindex)
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{
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if (vertexes[0] == NULL) return;
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@ -115,6 +125,8 @@ void HWWall::SplitLeftEdge(FFlatVertex *&ptr)
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float polyh1 = ztop[0] - zbottom[0];
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float factv1 = polyh1 ? (tcs[UPLFT].v - tcs[LOLFT].v) / polyh1 : 0;
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float factu1 = polyh1 ? (tcs[UPLFT].u - tcs[LOLFT].u) / polyh1 : 0;
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float factlv1 = polyh1 ? (lightuv[UPLFT * 2 + 1] - lightuv[LOLFT * 2 + 1]) / polyh1 : 0;
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float factlu1 = polyh1 ? (lightuv[UPLFT * 2] - lightuv[LOLFT * 2]) / 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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@ -124,6 +136,9 @@ void HWWall::SplitLeftEdge(FFlatVertex *&ptr)
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ptr->z = vi->heightlist[i];
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ptr->u = factu1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].u;
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ptr->v = factv1*(vi->heightlist[i] - ztop[0]) + tcs[UPLFT].v;
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ptr->lu = factlu1 * (vi->heightlist[i] - ztop[0]) + lightuv[UPLFT * 2];
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ptr->lv = factlv1 * (vi->heightlist[i] - ztop[0]) + lightuv[UPLFT * 2 + 1];
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ptr->lindex = lindex;
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ptr++;
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i++;
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}
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@ -136,7 +151,7 @@ void HWWall::SplitLeftEdge(FFlatVertex *&ptr)
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//
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//==========================================================================
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void HWWall::SplitRightEdge(FFlatVertex *&ptr)
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void HWWall::SplitRightEdge(FFlatVertex *&ptr, float *lightuv, float lindex)
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{
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if (vertexes[1] == NULL) return;
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@ -149,6 +164,8 @@ void HWWall::SplitRightEdge(FFlatVertex *&ptr)
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float polyh2 = ztop[1] - zbottom[1];
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float factv2 = polyh2 ? (tcs[UPRGT].v - tcs[LORGT].v) / polyh2 : 0;
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float factu2 = polyh2 ? (tcs[UPRGT].u - tcs[LORGT].u) / polyh2 : 0;
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float factlv2 = polyh2 ? (lightuv[UPRGT * 2 + 1] - lightuv[LORGT * 2 + 1]) / polyh2 : 0;
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float factlu2 = polyh2 ? (lightuv[UPRGT * 2] - lightuv[LORGT * 2]) / 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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@ -158,6 +175,9 @@ void HWWall::SplitRightEdge(FFlatVertex *&ptr)
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ptr->z = vi->heightlist[i];
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ptr->u = factu2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].u;
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ptr->v = factv2*(vi->heightlist[i] - ztop[1]) + tcs[UPRGT].v;
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ptr->lu = factlu2 * (vi->heightlist[i] - ztop[1]) + lightuv[UPRGT * 2];
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ptr->lv = factlv2 * (vi->heightlist[i] - ztop[1]) + lightuv[UPRGT * 2 + 1];
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ptr->lindex = lindex;
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ptr++;
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i--;
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}
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@ -170,21 +190,35 @@ void HWWall::SplitRightEdge(FFlatVertex *&ptr)
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//
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//==========================================================================
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static float ZeroLightmapUVs[8] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
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int HWWall::CreateVertices(FFlatVertex *&ptr, bool split)
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{
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float *lightuv = ZeroLightmapUVs;
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float lindex = -1.0f;
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if (seg && seg->sidedef && type >= RENDERWALL_TOP && type <= RENDERWALL_BOTTOM)
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{
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LightmapSurface *lightmap = seg->sidedef->lightmap[type - RENDERWALL_TOP];
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if (lightmap != nullptr && lightmap->Type != ST_NULL)
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{
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lightuv = lightmap->TexCoords;
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lindex = (float)lightmap->LightmapNum;
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}
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}
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auto oo = ptr;
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ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
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ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v, lightuv[LOLFT * 2], lightuv[LOLFT * 2 + 1], lindex);
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ptr++;
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if (split && glseg.fracleft == 0) SplitLeftEdge(ptr);
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ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
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if (split && glseg.fracleft == 0) SplitLeftEdge(ptr, lightuv, lindex);
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ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v, lightuv[UPLFT * 2], lightuv[UPLFT * 2 + 1], lindex);
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ptr++;
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if (split && !(flags & HWF_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);
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if (split && !(flags & HWF_NOSPLITUPPER && seg->sidedef->numsegs > 1)) SplitUpperEdge(ptr, lightuv, lindex);
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ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v, lightuv[UPRGT * 2], lightuv[UPRGT * 2 + 1], lindex);
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ptr++;
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if (split && glseg.fracright == 1) SplitRightEdge(ptr);
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ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
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if (split && glseg.fracright == 1) SplitRightEdge(ptr, lightuv, lindex);
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ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v, lightuv[LORGT * 2], lightuv[LORGT * 2 + 1], lindex);
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ptr++;
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if (split && !(flags & HWF_NOSPLITLOWER) && seg->sidedef->numsegs > 1) SplitLowerEdge(ptr);
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if (split && !(flags & HWF_NOSPLITLOWER) && seg->sidedef->numsegs > 1) SplitLowerEdge(ptr, lightuv, lindex);
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return int(ptr - oo);
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}
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