Split CreateSideSurfaces into multiple functions

This commit is contained in:
Magnus Norddahl 2023-10-01 22:09:18 +02:00
commit 241a2aa621
2 changed files with 376 additions and 293 deletions

View file

@ -644,13 +644,9 @@ void DoomLevelSubmesh::SetSideLightmap(DoomLevelMeshSurface* surface)
}
}
void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
void DoomLevelSubmesh::CreateLinePortalSurface(FLevelLocals& doomMap, side_t* side)
{
sector_t *front;
sector_t *back;
front = side->sector;
back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
sector_t* front = side->sector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
@ -660,354 +656,434 @@ void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
int typeIndex = side->Index();
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
FVector2 dx(v2.X - v1.X, v2.Y - v1.Y);
float distance = dx.Length();
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.sectorGroup = sectorGroup[front->Index()];
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
}
void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
// line portal
if (side->linedef->getPortal() && side->linedef->frontsector == front)
{
float texWidth = 128.0f;
float texHeight = 128.0f;
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = typeIndex;
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.sectorGroup = sectorGroup[front->Index()];
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
return;
CreateLinePortalSurface(doomMap, side);
}
// line_horizont consumes everything
if (side->linedef->special == Line_Horizon && front != back)
else if (side->linedef->special == Line_Horizon && front != back)
{
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = typeIndex;
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.sectorGroup = sectorGroup[front->Index()];
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
return;
CreateLineHorizonSurface(doomMap, side);
}
// middle seg
if (back == nullptr)
else
{
DoomLevelMeshSurface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = typeIndex;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::mid].texture;
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
}
else if (side->textures[side_t::mid].texture.isValid())
{
// mid texture
DoomLevelMeshSurface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
const auto& texture = side->textures[side_t::mid].texture;
if ((side->Flags & WALLF_WRAP_MIDTEX) || (side->linedef->flags & WALLF_WRAP_MIDTEX))
if (back == nullptr)
{
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
CreateFrontWallSurface(doomMap, side);
}
else if (side->textures[side_t::mid].texture.isValid())
{
CreateMidWallSurface(doomMap, side);
}
if (back)
{
Create3DFloorWallSurfaces(doomMap, side);
float v1TopBack = (float)back->ceilingplane.ZatPoint(v1);
float v1BottomBack = (float)back->floorplane.ZatPoint(v1);
float v2TopBack = (float)back->ceilingplane.ZatPoint(v2);
float v2BottomBack = (float)back->floorplane.ZatPoint(v2);
if (v1Bottom < v1BottomBack || v2Bottom < v2BottomBack)
{
CreateBottomWallSurface(doomMap, side);
}
if (v1Top > v1TopBack || v2Top > v2TopBack)
{
CreateTopWallSurface(doomMap, side);
}
}
}
}
void DoomLevelSubmesh::CreateLineHorizonSurface(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.sectorGroup = sectorGroup[front->Index()];
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
}
void DoomLevelSubmesh::CreateFrontWallSurface(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
DoomLevelMeshSurface surf;
surf.bSky = false;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::mid].texture;
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1Bottom, v2Top, v2Bottom);
Surfaces.Push(surf);
}
void DoomLevelSubmesh::CreateMidWallSurface(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
const auto& texture = side->textures[side_t::mid].texture;
if ((side->Flags & WALLF_WRAP_MIDTEX) || (side->linedef->flags & WALLF_WRAP_MIDTEX))
{
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
}
else
{
int offset = 0;
auto gameTexture = TexMan.GetGameTexture(texture);
float mid1Top = (float)(gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
float mid2Top = (float)(gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
float mid1Bottom = 0;
float mid2Bottom = 0;
float yTextureOffset = (float)(side->textures[side_t::mid].yOffset / gameTexture->GetScaleY());
if (side->linedef->flags & ML_DONTPEGBOTTOM)
{
yTextureOffset += (float)side->sector->planes[sector_t::floor].TexZ;
}
else
{
int offset = 0;
auto gameTexture = TexMan.GetGameTexture(texture);
float mid1Top = (float)(gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
float mid2Top = (float)(gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
float mid1Bottom = 0;
float mid2Bottom = 0;
float yTextureOffset = (float)(side->textures[side_t::mid].yOffset / gameTexture->GetScaleY());
if (side->linedef->flags & ML_DONTPEGBOTTOM)
{
yTextureOffset += (float)side->sector->planes[sector_t::floor].TexZ;
}
else
{
yTextureOffset += (float)(side->sector->planes[sector_t::ceiling].TexZ - gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
}
verts[0].Z = min(max(yTextureOffset + mid1Bottom, v1Bottom), v1Top);
verts[1].Z = min(max(yTextureOffset + mid2Bottom, v2Bottom), v2Top);
verts[2].Z = max(min(yTextureOffset + mid1Top, v1Top), v1Bottom);
verts[3].Z = max(min(yTextureOffset + mid2Top, v2Top), v2Bottom);
yTextureOffset += (float)(side->sector->planes[sector_t::ceiling].TexZ - gameTexture->GetDisplayHeight() / side->textures[side_t::mid].yScale);
}
verts[0].Z = min(max(yTextureOffset + mid1Bottom, v1Bottom), v1Top);
verts[1].Z = min(max(yTextureOffset + mid2Bottom, v2Bottom), v2Top);
verts[2].Z = max(min(yTextureOffset + mid1Top, v1Top), v1Bottom);
verts[3].Z = max(min(yTextureOffset + mid2Top, v2Top), v2Bottom);
}
// mid texture
DoomLevelMeshSurface surf;
surf.bSky = false;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
FVector3 offset = surf.plane.XYZ() * 0.05f; // for better accuracy when raytracing mid-textures from each side
if (side->linedef->sidedef[0] != side)
{
surf.plane = -surf.plane;
surf.plane.W = -surf.plane.W;
}
MeshVertices.Push(verts[0] + offset);
MeshVertices.Push(verts[1] + offset);
MeshVertices.Push(verts[2] + offset);
MeshVertices.Push(verts[3] + offset);
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = texture;
surf.alpha = float(side->linedef->alpha);
SetSideTextureUVs(surf, side, side_t::top, verts[2].Z, verts[0].Z, verts[3].Z, verts[1].Z);
Surfaces.Push(surf);
}
void DoomLevelSubmesh::Create3DFloorWallSurfaces(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
for (unsigned int j = 0; j < front->e->XFloor.ffloors.Size(); j++)
{
F3DFloor* xfloor = front->e->XFloor.ffloors[j];
// Don't create a line when both sectors have the same 3d floor
bool bothSides = false;
for (unsigned int k = 0; k < back->e->XFloor.ffloors.Size(); k++)
{
if (back->e->XFloor.ffloors[k] == xfloor)
{
bothSides = true;
break;
}
}
if (bothSides)
continue;
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = side->Index();
surf.ControlSector = xfloor->model;
surf.bSky = false;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
float blZ = (float)xfloor->model->floorplane.ZatPoint(v1);
float brZ = (float)xfloor->model->floorplane.ZatPoint(v2);
float tlZ = (float)xfloor->model->ceilingplane.ZatPoint(v1);
float trZ = (float)xfloor->model->ceilingplane.ZatPoint(v2);
FVector3 verts[4];
verts[0].X = verts[2].X = v2.X;
verts[0].Y = verts[2].Y = v2.Y;
verts[1].X = verts[3].X = v1.X;
verts[1].Y = verts[3].Y = v1.Y;
verts[0].Z = brZ;
verts[1].Z = blZ;
verts[2].Z = trZ;
verts[3].Z = tlZ;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
FVector3 offset = surf.plane.XYZ() * 0.05f; // for better accuracy when raytracing mid-textures from each side
if (side->linedef->sidedef[0] != side)
{
surf.plane = -surf.plane;
surf.plane.W = -surf.plane.W;
}
MeshVertices.Push(verts[0] + offset);
MeshVertices.Push(verts[1] + offset);
MeshVertices.Push(verts[2] + offset);
MeshVertices.Push(verts[3] + offset);
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = typeIndex;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = texture;
surf.alpha = float(side->linedef->alpha);
surf.texture = side->textures[side_t::mid].texture;
SetSideTextureUVs(surf, side, side_t::top, verts[2].Z, verts[0].Z, verts[3].Z, verts[1].Z);
SetSideTextureUVs(surf, side, side_t::top, tlZ, blZ, trZ, brZ);
Surfaces.Push(surf);
}
}
if (back)
{
for (unsigned int j = 0; j < front->e->XFloor.ffloors.Size(); j++)
{
F3DFloor *xfloor = front->e->XFloor.ffloors[j];
void DoomLevelSubmesh::CreateTopWallSurface(FLevelLocals& doomMap, side_t* side)
{
sector_t* front = side->sector;
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
// Don't create a line when both sectors have the same 3d floor
bool bothSides = false;
for (unsigned int k = 0; k < back->e->XFloor.ffloors.Size(); k++)
{
if (back->e->XFloor.ffloors[k] == xfloor)
{
bothSides = true;
break;
}
}
if (bothSides)
continue;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
DoomLevelMeshSurface surf;
surf.Type = ST_MIDDLESIDE;
surf.TypeIndex = typeIndex;
surf.ControlSector = xfloor->model;
surf.bSky = false;
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v1TopBack = (float)back->ceilingplane.ZatPoint(v1);
float v2TopBack = (float)back->ceilingplane.ZatPoint(v2);
float blZ = (float)xfloor->model->floorplane.ZatPoint(v1);
float brZ = (float)xfloor->model->floorplane.ZatPoint(v2);
float tlZ = (float)xfloor->model->ceilingplane.ZatPoint(v1);
float trZ = (float)xfloor->model->ceilingplane.ZatPoint(v2);
bool bSky = IsTopSideSky(front, back, side);
if (!bSky && !IsTopSideVisible(side))
return;
FVector3 verts[4];
verts[0].X = verts[2].X = v2.X;
verts[0].Y = verts[2].Y = v2.Y;
verts[1].X = verts[3].X = v1.X;
verts[1].Y = verts[3].Y = v1.Y;
verts[0].Z = brZ;
verts[1].Z = blZ;
verts[2].Z = trZ;
verts[3].Z = tlZ;
DoomLevelMeshSurface surf;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1TopBack;
verts[1].Z = v2TopBack;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::mid].texture;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
SetSideTextureUVs(surf, side, side_t::top, tlZ, blZ, trZ, brZ);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_UPPERSIDE;
surf.TypeIndex = side->Index();
surf.bSky = bSky;
surf.sampleDimension = side->textures[side_t::top].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::top].texture;
Surfaces.Push(surf);
}
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1TopBack, v2Top, v2TopBack);
float v1TopBack = (float)back->ceilingplane.ZatPoint(v1);
float v1BottomBack = (float)back->floorplane.ZatPoint(v1);
float v2TopBack = (float)back->ceilingplane.ZatPoint(v2);
float v2BottomBack = (float)back->floorplane.ZatPoint(v2);
Surfaces.Push(surf);
}
if (v1Top == v1TopBack && v1Bottom == v1BottomBack && v2Top == v2TopBack && v2Bottom == v2BottomBack)
{
return;
}
void DoomLevelSubmesh::CreateBottomWallSurface(FLevelLocals& doomMap, side_t* side)
{
if (!IsBottomSideVisible(side))
return;
// bottom seg
if (v1Bottom < v1BottomBack || v2Bottom < v2BottomBack)
{
if (IsBottomSideVisible(side))
{
DoomLevelMeshSurface surf;
sector_t* front = side->sector;
sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1BottomBack;
verts[3].Z = v2BottomBack;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
float v1BottomBack = (float)back->floorplane.ZatPoint(v1);
float v2BottomBack = (float)back->floorplane.ZatPoint(v2);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_LOWERSIDE;
surf.TypeIndex = typeIndex;
surf.bSky = false;
surf.sampleDimension = side->textures[side_t::bottom].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::bottom].texture;
DoomLevelMeshSurface surf;
SetSideTextureUVs(surf, side, side_t::bottom, v1BottomBack, v1Bottom, v2BottomBack, v2Bottom);
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1BottomBack;
verts[3].Z = v2BottomBack;
Surfaces.Push(surf);
}
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
v1Bottom = v1BottomBack;
v2Bottom = v2BottomBack;
}
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_LOWERSIDE;
surf.TypeIndex = side->Index();
surf.bSky = false;
surf.sampleDimension = side->textures[side_t::bottom].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::bottom].texture;
// top seg
if (v1Top > v1TopBack || v2Top > v2TopBack)
{
bool bSky = IsTopSideSky(front, back, side);
if (bSky || IsTopSideVisible(side))
{
DoomLevelMeshSurface surf;
SetSideTextureUVs(surf, side, side_t::bottom, v1BottomBack, v1Bottom, v2BottomBack, v2Bottom);
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1TopBack;
verts[1].Z = v2TopBack;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
surf.Type = ST_UPPERSIDE;
surf.TypeIndex = typeIndex;
surf.bSky = bSky;
surf.sampleDimension = side->textures[side_t::top].LightmapSampleDistance;
surf.ControlSector = nullptr;
surf.sectorGroup = sectorGroup[front->Index()];
surf.texture = side->textures[side_t::top].texture;
SetSideTextureUVs(surf, side, side_t::top, v1Top, v1TopBack, v2Top, v2TopBack);
Surfaces.Push(surf);
}
v1Top = v1TopBack;
v2Top = v2TopBack;
}
}
Surfaces.Push(surf);
}
void DoomLevelSubmesh::SetSideTextureUVs(DoomLevelMeshSurface& surface, side_t* side, side_t::ETexpart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ)

View file

@ -64,6 +64,13 @@ private:
void CreateCeilingSurface(FLevelLocals& doomMap, subsector_t* sub, sector_t* sector, sector_t* controlSector, int typeIndex);
void CreateFloorSurface(FLevelLocals& doomMap, subsector_t* sub, sector_t* sector, sector_t* controlSector, int typeIndex);
void CreateSideSurfaces(FLevelLocals& doomMap, side_t* side);
void CreateLinePortalSurface(FLevelLocals& doomMap, side_t* side);
void CreateLineHorizonSurface(FLevelLocals& doomMap, side_t* side);
void CreateFrontWallSurface(FLevelLocals& doomMap, side_t* side);
void CreateTopWallSurface(FLevelLocals& doomMap, side_t* side);
void CreateMidWallSurface(FLevelLocals& doomMap, side_t* side);
void CreateBottomWallSurface(FLevelLocals& doomMap, side_t* side);
void Create3DFloorWallSurfaces(FLevelLocals& doomMap, side_t* side);
void SetSideTextureUVs(DoomLevelMeshSurface& surface, side_t* side, side_t::ETexpart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ);
void SetSubsectorLightmap(DoomLevelMeshSurface* surface);