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https://github.com/ZDoom/ZDRay.git
synced 2024-11-22 03:51:26 +00:00
- rename classes and enums that used the _t typedef convention
This commit is contained in:
parent
75e18b10e1
commit
908c048464
10 changed files with 50 additions and 50 deletions
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@ -246,7 +246,7 @@ class BBox;
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class Vec3;
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class Vec2;
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struct vertex_t;
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struct surface_t;
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struct Surface;
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struct thingLight_t;
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struct FloatVertex
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@ -36,6 +36,9 @@
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#pragma warning(disable: 4244) // warning C4244: '=': conversion from '__int64' to 'int', possible loss of data
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#endif
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// convert from fixed point(FRACUNIT) to floating point
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#define F(x) (((float)(x))/65536.0f)
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static const Vec3 defaultSunColor(1, 1, 1);
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static const Vec3 defaultSunDirection(0.45f, 0.3f, 0.9f);
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@ -126,7 +126,7 @@ bool LightmapBuilder::MakeRoomForBlock(const int width, const int height, int *x
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return false;
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}
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BBox LightmapBuilder::GetBoundsFromSurface(const surface_t *surface)
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BBox LightmapBuilder::GetBoundsFromSurface(const Surface *surface)
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{
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Vec3 low(M_INFINITY, M_INFINITY, M_INFINITY);
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Vec3 hi(-M_INFINITY, -M_INFINITY, -M_INFINITY);
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@ -156,7 +156,7 @@ BBox LightmapBuilder::GetBoundsFromSurface(const surface_t *surface)
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}
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// Traces to the ceiling surface. Will emit light if the surface that was traced is a sky
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bool LightmapBuilder::EmitFromCeiling(const surface_t *surface, const Vec3 &origin, const Vec3 &normal, Vec3 &color)
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bool LightmapBuilder::EmitFromCeiling(const Surface *surface, const Vec3 &origin, const Vec3 &normal, Vec3 &color)
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{
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float attenuation = surface ? normal.Dot(map->GetSunDirection()) : 1.0f;
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@ -202,7 +202,7 @@ static float radians(float degrees)
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}
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// Traces a line from the texel's origin to the sunlight direction and against all nearby thing lights
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Vec3 LightmapBuilder::LightTexelSample(const Vec3 &origin, surface_t *surface)
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Vec3 LightmapBuilder::LightTexelSample(const Vec3 &origin, Surface *surface)
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{
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Plane plane;
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if (surface)
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@ -303,13 +303,13 @@ Vec3 LightmapBuilder::LightTexelSample(const Vec3 &origin, surface_t *surface)
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// Determines a lightmap block in which to map to the lightmap texture.
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// Width and height of the block is calcuated and steps are computed to determine where each texel will be positioned on the surface
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void LightmapBuilder::BuildSurfaceParams(surface_t *surface)
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void LightmapBuilder::BuildSurfaceParams(Surface *surface)
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{
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Plane *plane;
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BBox bounds;
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Vec3 roundedSize;
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int i;
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Plane::planeAxis_t axis;
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Plane::PlaneAxis axis;
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Vec3 tCoords[2];
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Vec3 tOrigin;
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int width;
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@ -399,7 +399,7 @@ void LightmapBuilder::BuildSurfaceParams(surface_t *surface)
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// Steps through each texel and traces a line to the world.
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// For each non-occluded trace, color is accumulated and saved off into the lightmap texture based on what block is mapped to
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void LightmapBuilder::TraceSurface(surface_t *surface)
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void LightmapBuilder::TraceSurface(Surface *surface)
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{
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int sampleWidth;
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int sampleHeight;
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@ -561,7 +561,7 @@ static Vec3 ImportanceSampleGGX(Vec2 Xi, Vec3 N, float roughness)
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return Vec3::Normalize(sampleVec);
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}
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void LightmapBuilder::TraceIndirectLight(surface_t *surface)
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void LightmapBuilder::TraceIndirectLight(Surface *surface)
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{
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if (surface->lightmapNum == -1)
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return;
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@ -683,7 +683,7 @@ void LightmapBuilder::CreateLightSurfaces()
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{
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for (size_t j = 0; j < mesh->surfaces.size(); ++j)
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{
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surface_t *surface = mesh->surfaces[j].get();
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Surface *surface = mesh->surfaces[j].get();
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if (surface->type >= ST_MIDDLESIDE && surface->type <= ST_LOWERSIDE)
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{
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@ -73,13 +73,13 @@ public:
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private:
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void NewTexture();
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bool MakeRoomForBlock(const int width, const int height, int *x, int *y, int *num);
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BBox GetBoundsFromSurface(const surface_t *surface);
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Vec3 LightTexelSample(const Vec3 &origin, surface_t *surface);
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bool EmitFromCeiling(const surface_t *surface, const Vec3 &origin, const Vec3 &normal, Vec3 &color);
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BBox GetBoundsFromSurface(const Surface *surface);
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Vec3 LightTexelSample(const Vec3 &origin, Surface *surface);
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bool EmitFromCeiling(const Surface *surface, const Vec3 &origin, const Vec3 &normal, Vec3 &color);
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void BuildSurfaceParams(surface_t *surface);
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void TraceSurface(surface_t *surface);
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void TraceIndirectLight(surface_t *surface);
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void BuildSurfaceParams(Surface *surface);
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void TraceSurface(Surface *surface);
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void TraceIndirectLight(Surface *surface);
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void SetupLightCellGrid();
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void LightBlock(int blockid);
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void LightSurfacex(const int surfid);
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@ -29,7 +29,7 @@
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#include "level/level.h"
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#include "lightsurface.h"
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LightSurface::LightSurface(const surfaceLightDef &lightSurfaceDef, surface_t *surface)
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LightSurface::LightSurface(const surfaceLightDef &lightSurfaceDef, Surface *surface)
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{
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this->intensity = lightSurfaceDef.intensity;
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this->distance = lightSurfaceDef.distance;
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@ -42,7 +42,7 @@ LightSurface::~LightSurface()
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}
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// Splits surface vertices into two groups while adding new ones caused by the split
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void LightSurface::Clip(vertexBatch_t &points, const Vec3 &normal, float dist, vertexBatch_t *frontPoints, vertexBatch_t *backPoints)
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void LightSurface::Clip(VertexBatch &points, const Vec3 &normal, float dist, VertexBatch *frontPoints, VertexBatch *backPoints)
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{
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std::vector<float> dists;
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std::vector<char> sides;
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@ -116,7 +116,7 @@ void LightSurface::Clip(vertexBatch_t &points, const Vec3 &normal, float dist, v
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}
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// Recursively divides the surface
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bool LightSurface::SubdivideRecursion(vertexBatch_t &surfPoints, float divide, std::vector<std::unique_ptr<vertexBatch_t>> &points)
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bool LightSurface::SubdivideRecursion(VertexBatch &surfPoints, float divide, std::vector<std::unique_ptr<VertexBatch>> &points)
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{
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BBox bounds;
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Vec3 splitNormal;
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@ -138,8 +138,8 @@ bool LightSurface::SubdivideRecursion(vertexBatch_t &surfPoints, float divide, s
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dist = (bounds.max[i] + bounds.min[i]) * 0.5f;
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auto frontPoints = std::make_unique<vertexBatch_t>();
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auto backPoints = std::make_unique<vertexBatch_t>();
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auto frontPoints = std::make_unique<VertexBatch>();
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auto backPoints = std::make_unique<VertexBatch>();
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// start clipping
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Clip(surfPoints, splitNormal, dist, frontPoints.get(), backPoints.get());
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@ -165,8 +165,8 @@ void LightSurface::Subdivide(const float divide)
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{
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if (surface->type == ST_CEILING || surface->type == ST_FLOOR)
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{
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std::vector<std::unique_ptr<vertexBatch_t>> points;
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vertexBatch_t surfPoints;
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std::vector<std::unique_ptr<VertexBatch>> points;
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VertexBatch surfPoints;
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for (int i = 0; i < surface->numVerts; ++i)
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{
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@ -179,7 +179,7 @@ void LightSurface::Subdivide(const float divide)
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// creating a origin point based on the center of that group
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for (size_t i = 0; i < points.size(); ++i)
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{
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vertexBatch_t *vb = points[i].get();
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VertexBatch *vb = points[i].get();
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Vec3 center;
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for (unsigned int j = 0; j < vb->size(); ++j)
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@ -234,7 +234,7 @@ void LightSurface::Subdivide(const float divide)
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}
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}
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float LightSurface::TraceSurface(LevelMesh *mesh, const surface_t *fragmentSurface, const Vec3 &fragmentPos)
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float LightSurface::TraceSurface(LevelMesh *mesh, const Surface *fragmentSurface, const Vec3 &fragmentPos)
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{
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if (fragmentSurface == surface)
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return 1.0f; // light surface will always be fullbright
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@ -35,26 +35,26 @@ struct surfaceLightDef;
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class LightSurface
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{
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public:
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LightSurface(const surfaceLightDef &lightSurfaceDef, surface_t *surface);
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LightSurface(const surfaceLightDef &lightSurfaceDef, Surface *surface);
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~LightSurface();
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void Subdivide(const float divide);
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float TraceSurface(LevelMesh *map, const surface_t *surface, const Vec3 &origin);
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float TraceSurface(LevelMesh *map, const Surface *surface, const Vec3 &origin);
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const float Distance() const { return distance; }
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const float Intensity() const { return intensity; }
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const Vec3 GetRGB() const { return rgb; }
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const surface_t *Surface() const { return surface; }
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const Surface *GetSurface() const { return surface; }
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private:
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typedef std::vector<Vec3> vertexBatch_t;
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typedef std::vector<Vec3> VertexBatch;
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bool SubdivideRecursion(vertexBatch_t &surfPoints, float divide, std::vector<std::unique_ptr<vertexBatch_t>> &points);
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void Clip(vertexBatch_t &points, const Vec3 &normal, float dist, vertexBatch_t *frontPoints, vertexBatch_t *backPoints);
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bool SubdivideRecursion(VertexBatch &surfPoints, float divide, std::vector<std::unique_ptr<VertexBatch>> &points);
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void Clip(VertexBatch &points, const Vec3 &normal, float dist, VertexBatch *frontPoints, VertexBatch *backPoints);
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float distance;
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float intensity;
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Vec3 rgb;
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vertexBatch_t origins;
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surface_t *surface;
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VertexBatch origins;
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Surface *surface;
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};
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@ -145,7 +145,7 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
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if (bothSides)
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continue;
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->type = ST_MIDDLESIDE;
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surf->typeIndex = typeIndex;
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surf->controlSector = xfloor;
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@ -180,7 +180,7 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
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{
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if (side->bottomtexture[0] != '-')
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{
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->numVerts = 4;
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surf->verts.resize(4);
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@ -221,7 +221,7 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
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if (side->toptexture[0] != '-' || bSky)
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{
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->numVerts = 4;
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surf->verts.resize(4);
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@ -252,7 +252,7 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
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// middle seg
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if (back == nullptr)
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{
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->numVerts = 4;
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surf->verts.resize(4);
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@ -277,7 +277,7 @@ void LevelMesh::CreateSideSurfaces(FLevel &doomMap, IntSideDef *side)
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void LevelMesh::CreateFloorSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSector *sector, int typeIndex, bool is3DFloor)
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{
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->numVerts = sub->numlines;
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surf->verts.resize(surf->numVerts);
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@ -309,7 +309,7 @@ void LevelMesh::CreateFloorSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSect
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void LevelMesh::CreateCeilingSurface(FLevel &doomMap, MapSubsectorEx *sub, IntSector *sector, int typeIndex, bool is3DFloor)
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{
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auto surf = std::make_unique<surface_t>();
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auto surf = std::make_unique<Surface>();
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surf->numVerts = sub->numlines;
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surf->verts.resize(surf->numVerts);
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surf->bSky = sector->skySector;
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@ -427,7 +427,7 @@ void LevelMesh::WriteMeshToOBJ()
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{
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FILE *f = fopen("mesh.obj", "w");
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std::map<int, std::vector<surface_t*>> sortedSurfs;
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std::map<int, std::vector<Surface*>> sortedSurfs;
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for (unsigned int i = 0; i < surfaces.size(); i++)
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sortedSurfs[surfaces[i]->lightmapNum].push_back(surfaces[i].get());
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@ -38,7 +38,7 @@ struct IntSector;
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struct IntSideDef;
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struct FLevel;
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enum surfaceType_t
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enum SurfaceType
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{
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ST_UNKNOWN,
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ST_MIDDLESIDE,
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@ -48,10 +48,7 @@ enum surfaceType_t
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ST_FLOOR
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};
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// convert from fixed point(FRACUNIT) to floating point
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#define F(x) (((float)(x))/65536.0f)
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struct surface_t
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struct Surface
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{
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Plane plane;
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int lightmapNum;
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@ -64,7 +61,7 @@ struct surface_t
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int numVerts;
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std::vector<Vec3> verts;
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std::vector<float> lightmapCoords;
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surfaceType_t type;
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SurfaceType type;
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int typeIndex;
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IntSector *controlSector;
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bool bSky;
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@ -76,7 +73,7 @@ struct LevelTraceHit
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Vec3 end;
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float fraction;
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surface_t *hitSurface;
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Surface *hitSurface;
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int indices[3];
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float b, c;
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};
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@ -91,7 +88,7 @@ public:
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void WriteMeshToOBJ();
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std::vector<std::unique_ptr<surface_t>> surfaces;
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std::vector<std::unique_ptr<Surface>> surfaces;
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TArray<Vec3> MeshVertices;
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TArray<int> MeshUVIndex;
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@ -351,7 +351,7 @@ public:
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Plane(const Vec3 &normal, const Vec3 &point);
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Plane(const Plane &plane);
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enum planeAxis_t
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enum PlaneAxis
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{
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AXIS_YZ = 0,
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AXIS_XZ,
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@ -370,7 +370,7 @@ public:
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Quat ToQuat();
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const Vec4 &ToVec4() const;
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Vec4 &ToVec4();
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const planeAxis_t BestAxis() const;
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const PlaneAxis BestAxis() const;
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Vec3 GetInclination();
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static Plane Inverse(const Plane &p) { return Plane(-p.a, -p.b, -p.c, -p.d); }
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@ -144,7 +144,7 @@ Vec4 &Plane::ToVec4()
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return *reinterpret_cast<Vec4*>(&a);
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}
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const Plane::planeAxis_t Plane::BestAxis() const
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const Plane::PlaneAxis Plane::BestAxis() const
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{
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float na = Math::Fabs(a);
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float nb = Math::Fabs(b);
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