This commit is contained in:
Christoph Oelckers 2018-11-05 15:30:50 +01:00
commit 950ed07ae6
4 changed files with 228 additions and 208 deletions

View file

@ -35,6 +35,13 @@
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/scene/hw_renderstate.h"
namespace VertexBuilder
{
TArray<VertexContainer> BuildVertices();
}
using VertexContainers = TArray<VertexContainer>;
//==========================================================================
//
@ -158,54 +165,22 @@ static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
//
//==========================================================================
int FFlatVertexBuffer::CreateIndexedSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor, int vi, FFlatVertexBuffer::FIndexGenerationInfo &gen)
int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &verts)
{
if (sub->numlines < 3) return -1;
int idx = ibo_data.Reserve((sub->numlines - 2) * 3);
int idxc = idx;
int firstndx = gen.GetIndex(sub->firstline[0].v1);
int secondndx = gen.GetIndex(sub->firstline[1].v1);
for (unsigned int k = 2; k<sub->numlines; k++)
{
auto ndx = gen.GetIndex(sub->firstline[k].v1);
ibo_data[idx++] = vi + firstndx;
ibo_data[idx++] = vi + secondndx;
ibo_data[idx++] = vi + ndx;
secondndx = ndx;
}
return idx;
}
//==========================================================================
//
// Creates the vertices for one plane in one subsector
//
//==========================================================================
int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, FFlatVertexBuffer::FIndexGenerationInfo &gen)
{
int rt = ibo_data.Size();
int vi = vbo_shadowdata.Reserve(gen.vertices.Size());
int vi = vbo_shadowdata.Reserve(verts.vertices.Size());
float diff;
// Create the actual vertices.
if (sec->transdoor && floor) diff = -1.f;
else diff = 0.f;
for (unsigned i = 0; i < gen.vertices.Size(); i++)
for (unsigned i = 0; i < verts.vertices.Size(); i++)
{
vbo_shadowdata[vi + i].SetFlatVertex(gen.vertices[i], plane);
vbo_shadowdata[vi + i].SetFlatVertex(verts.vertices[i].vertex, plane);
vbo_shadowdata[vi + i].z += diff;
}
// Create the indices for the subsectors
for (int j = 0; j<sec->subsectorcount; j++)
{
subsector_t *sub = sec->subsectors[j];
CreateIndexedSubsectorVertices(sub, plane, floor, vi, gen);
}
sec->ibocount = ibo_data.Size() - rt;
int rt = ibo_data.size();
ibo_data.Append(verts.indices);
return rt;
}
@ -215,19 +190,20 @@ int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane
//
//==========================================================================
int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, TArray<FFlatVertexBuffer::FIndexGenerationInfo> &gen)
int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &verts)
{
sec->vboindex[h] = vbo_shadowdata.Size();
// First calculate the vertices for the sector itself
sec->vboheight[h] = sec->GetPlaneTexZ(h);
sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, gen[sec->Index()]);
sec->ibocount = verts.indices.Size();
sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, verts[sec->Index()]);
// Next are all sectors using this one as heightsec
TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
for (unsigned g = 0; g < fakes.Size(); g++)
{
sector_t *fsec = fakes[g];
fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]);
fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
}
// and finally all attached 3D floors
@ -244,7 +220,7 @@ int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplan
if (dotop || dobottom)
{
auto ndx = CreateIndexedSectorVertices(fsec, plane, false, gen[fsec->Index()]);
auto ndx = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
if (dotop) ffloor->top.vindex = ndx;
if (dobottom) ffloor->bottom.vindex = ndx;
}
@ -263,26 +239,13 @@ int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplan
void FFlatVertexBuffer::CreateIndexedFlatVertices()
{
TArray<FIndexGenerationInfo> gen;
gen.Resize(level.sectors.Size());
// This must be generated up front so that the following code knows how many vertices a sector contains.
for (unsigned i = 0; i < level.sectors.Size(); i++)
{
for (int j = 0; j < level.sectors[i].subsectorcount; j++)
{
auto sub = level.sectors[i].subsectors[j];
for (unsigned k = 0; k < sub->numlines; k++)
{
auto vert = sub->firstline[k].v1;
gen[i].AddVertex(vert);
}
}
}
auto verts = VertexBuilder::BuildVertices();
for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
{
for (auto &sec : level.sectors)
{
CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, gen);
CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
}
}