// //--------------------------------------------------------------------------- // // 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/ // //-------------------------------------------------------------------------- // #include "r_defs.h" #include "hwrenderer/data/flatvertices.h" #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 (inumheights && vi->heightlist[i] <= zbottom[0]) i++; while (inumheights && 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--; } } } //========================================================================== // // Create vertices for one wall // //========================================================================== void GLWall::CreateVertices(FFlatVertex *&ptr, bool split) { 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); 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); } //========================================================================== // // // //========================================================================== int GLWall::CountVertices() { int cnt = 4; vertex_t * vi = vertexes[0]; if (glseg.fracleft == 0 && vi != nullptr && vi->numheights) { int i = 0; while (inumheights && vi->heightlist[i] <= zbottom[0]) i++; while (inumheights && 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 (inumheights && vi->heightlist[i] <= zbottom[1]) i++; while (inumheights && vi->heightlist[i] < ztop[1]) { i++; cnt++; } } return cnt; } //========================================================================== // // 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); } }