qzdoom/src/gl/scene/gl_vertex.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

180 lines
5.2 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "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/data/gl_vertexbuffer.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)
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitUpperEdge(FFlatVertex *&ptr)
{
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[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)
{
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[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--;
}
}
}