- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.

This commit is contained in:
Christoph Oelckers 2014-06-15 01:14:41 +02:00
commit 3644073bbd
12 changed files with 232 additions and 636 deletions

View file

@ -54,144 +54,6 @@
#include "gl/utility/gl_templates.h"
EXTERN_CVAR(Bool, gl_seamless)
extern int vertexcount;
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitUpperEdge(texcoord * tcs)
{
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[2].u - tcs[1].u) / polyw;
float facv = (tcs[2].v - tcs[1].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;
glTexCoord2f(tcs[1].u + facu * fracfac, tcs[1].v + facv * fracfac);
glVertex3f(cseg->v2->fx, ztop[0] + fact * fracfac, cseg->v2->fy);
}
vertexcount += sidedef->numsegs-1;
}
//==========================================================================
//
// Split upper edge of wall
//
//==========================================================================
void GLWall::SplitLowerEdge(texcoord * tcs)
{
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[3].u - tcs[0].u) / polyw;
float facv = (tcs[3].v - tcs[0].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;
glTexCoord2f(tcs[0].u + facu * fracfac, tcs[0].v + facv * fracfac);
glVertex3f(cseg->v2->fx, zbottom[0] + facb * fracfac, cseg->v2->fy);
}
vertexcount += sidedef->numsegs-1;
}
//==========================================================================
//
// Split left edge of wall
//
//==========================================================================
void GLWall::SplitLeftEdge(texcoord * tcs)
{
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[1].v - tcs[0].v) / polyh1:0;
float factu1=polyh1? (tcs[1].u - tcs[0].u) / polyh1:0;
while (i<vi->numheights && vi->heightlist[i] <= zbottom[0] ) i++;
while (i<vi->numheights && vi->heightlist[i] < ztop[0])
{
glTexCoord2f(factu1*(vi->heightlist[i] - ztop[0]) + tcs[1].u,
factv1*(vi->heightlist[i] - ztop[0]) + tcs[1].v);
glVertex3f(glseg.x1, vi->heightlist[i], glseg.y1);
i++;
}
vertexcount+=i;
}
}
//==========================================================================
//
// Split right edge of wall
//
//==========================================================================
void GLWall::SplitRightEdge(texcoord * tcs)
{
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[2].v - tcs[3].v) / polyh2:0;
float factu2 = polyh2? (tcs[2].u - tcs[3].u) / polyh2:0;
while (i>0 && vi->heightlist[i] >= ztop[1]) i--;
while (i>0 && vi->heightlist[i] > zbottom[1])
{
glTexCoord2f(factu2 * (vi->heightlist[i] - ztop[1]) + tcs[2].u,
factv2 * (vi->heightlist[i] - ztop[1]) + tcs[2].v);
glVertex3f(glseg.x2, vi->heightlist[i], glseg.y2);
i--;
}
vertexcount+=i;
}
}
//==========================================================================
//
// same for vertex buffer mode
//
//==========================================================================
//==========================================================================
//
@ -227,7 +89,6 @@ void GLWall::SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr)
ptr->v = tcs[1].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
@ -264,7 +125,6 @@ void GLWall::SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr)
ptr->v = tcs[0].v + facv * fracfac;
ptr++;
}
vertexcount += sidedef->numsegs - 1;
}
//==========================================================================
@ -298,7 +158,6 @@ void GLWall::SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr)
ptr++;
i++;
}
vertexcount += i;
}
}
@ -333,7 +192,6 @@ void GLWall::SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr)
ptr++;
i--;
}
vertexcount += i;
}
}