Create wall surfaces directly from the HWWall output
This commit is contained in:
parent
d0d964ae42
commit
9ca058ccc9
7 changed files with 100 additions and 196 deletions
|
|
@ -30,7 +30,6 @@ void DoomLevelSubmesh::CreateStatic(FLevelLocals& doomMap)
|
|||
|
||||
CreateStaticSurfaces(doomMap);
|
||||
LinkSurfaces(doomMap);
|
||||
ProcessStaticSurfaces(doomMap);
|
||||
|
||||
CreateIndexes();
|
||||
SetupLightmapUvs(doomMap);
|
||||
|
|
@ -51,7 +50,6 @@ void DoomLevelSubmesh::UpdateDynamic(FLevelLocals& doomMap, int lightmapStartInd
|
|||
|
||||
CreateDynamicSurfaces(doomMap);
|
||||
LinkSurfaces(doomMap);
|
||||
ProcessStaticSurfaces(doomMap);
|
||||
|
||||
CreateIndexes();
|
||||
SetupLightmapUvs(doomMap);
|
||||
|
|
@ -74,149 +72,6 @@ void DoomLevelSubmesh::Reset()
|
|||
}
|
||||
|
||||
void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
|
||||
{
|
||||
// Create surface objects for all visible side parts
|
||||
for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
|
||||
{
|
||||
bool isPolyLine = !!(doomMap.sides[i].Flags & WALLF_POLYOBJ);
|
||||
if (!isPolyLine)
|
||||
{
|
||||
// To do: it would be nice if HWWall could figure this out for us.
|
||||
|
||||
side_t* side = &doomMap.sides[i];
|
||||
|
||||
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);
|
||||
|
||||
DoomLevelMeshSurface surf;
|
||||
surf.Submesh = this;
|
||||
surf.TypeIndex = side->Index();
|
||||
surf.Side = side;
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
|
||||
if (side->linedef->getPortal() && side->linedef->frontsector == front) // line portal
|
||||
{
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
//surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
else if (side->linedef->special == Line_Horizon && front != back) // line horizon
|
||||
{
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
//surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
else if (!back) // front wall
|
||||
{
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.bSky = false;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
surf.texture = side->textures[side_t::mid].texture;
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (side->textures[side_t::mid].texture.isValid()) // mid wall
|
||||
{
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.bSky = false;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
surf.texture = side->textures[side_t::mid].texture;
|
||||
surf.alpha = float(side->linedef->alpha);
|
||||
Surfaces.Push(surf);
|
||||
surf.alpha = 1.0f;
|
||||
}
|
||||
|
||||
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) // lower wall
|
||||
{
|
||||
surf.Type = ST_LOWERSIDE;
|
||||
surf.bSky = false;
|
||||
surf.sampleDimension = side->textures[side_t::bottom].LightmapSampleDistance;
|
||||
surf.texture = side->textures[side_t::bottom].texture;
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
|
||||
if (v1Top > v1TopBack || v2Top > v2TopBack) // top wall
|
||||
{
|
||||
bool bSky = IsTopSideSky(front, back, side);
|
||||
//if (bSky || IsTopSideVisible(side))
|
||||
{
|
||||
surf.Type = ST_UPPERSIDE;
|
||||
surf.bSky = bSky;
|
||||
surf.sampleDimension = side->textures[side_t::top].LightmapSampleDistance;
|
||||
surf.texture = side->textures[side_t::top].texture;
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.ControlSector = xfloor->model;
|
||||
surf.bSky = false;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
surf.texture = side->textures[side_t::mid].texture;
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create surfaces for all flats
|
||||
for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
|
||||
{
|
||||
subsector_t* sub = &doomMap.subsectors[i];
|
||||
if (sub->numlines < 3 || !sub->sector)
|
||||
continue;
|
||||
sector_t* sector = sub->sector;
|
||||
|
||||
// To do: only create the surface objects here and then fill them in ProcessStaticSurfaces
|
||||
|
||||
CreateFloorSurface(doomMap, sub, sector, nullptr, i);
|
||||
CreateCeilingSurface(doomMap, sub, sector, nullptr, i);
|
||||
|
||||
for (unsigned int j = 0; j < sector->e->XFloor.ffloors.Size(); j++)
|
||||
{
|
||||
CreateFloorSurface(doomMap, sub, sector, sector->e->XFloor.ffloors[j]->model, i);
|
||||
CreateCeilingSurface(doomMap, sub, sector, sector->e->XFloor.ffloors[j]->model, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoomLevelSubmesh::ProcessStaticSurfaces(FLevelLocals& doomMap)
|
||||
{
|
||||
// We can't use side->segs since it is null.
|
||||
TArray<std::pair<subsector_t*, seg_t*>> sideSegs(doomMap.sides.Size(), true);
|
||||
|
|
@ -232,6 +87,7 @@ void DoomLevelSubmesh::ProcessStaticSurfaces(FLevelLocals& doomMap)
|
|||
}
|
||||
}
|
||||
|
||||
// Create surface objects for all visible side parts
|
||||
for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
|
||||
{
|
||||
side_t* side = &doomMap.sides[i];
|
||||
|
|
@ -263,14 +119,9 @@ void DoomLevelSubmesh::ProcessStaticSurfaces(FLevelLocals& doomMap)
|
|||
|
||||
for (HWWall& wallpart : result.list)
|
||||
{
|
||||
DoomLevelMeshSurface* surface = wall.surface;
|
||||
if (!surface)
|
||||
continue;
|
||||
|
||||
wallpart.DrawWall(&disp, state, false);
|
||||
|
||||
int startVertIndex = MeshVertices.Size();
|
||||
|
||||
for (auto& it : state.mSortedLists)
|
||||
{
|
||||
const MeshApplyState& applyState = it.first;
|
||||
|
|
@ -288,15 +139,26 @@ void DoomLevelSubmesh::ProcessStaticSurfaces(FLevelLocals& doomMap)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
surface->startVertIndex = startVertIndex;
|
||||
surface->numVerts = MeshVertices.Size() - startVertIndex;
|
||||
surface->plane = ToPlane(MeshVertices[startVertIndex].fPos(), MeshVertices[startVertIndex + 1].fPos(), MeshVertices[startVertIndex + 2].fPos(), MeshVertices[startVertIndex + 3].fPos());
|
||||
|
||||
state.mSortedLists.clear();
|
||||
|
||||
DoomLevelMeshSurface surf;
|
||||
surf.Submesh = this;
|
||||
surf.Type = wallpart.LevelMeshInfo.Type;
|
||||
surf.ControlSector = wallpart.LevelMeshInfo.ControlSector;
|
||||
surf.TypeIndex = side->Index();
|
||||
surf.Side = side;
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.alpha = float(side->linedef->alpha);
|
||||
surf.startVertIndex = startVertIndex;
|
||||
surf.numVerts = MeshVertices.Size() - startVertIndex;
|
||||
surf.plane = ToPlane(MeshVertices[startVertIndex].fPos(), MeshVertices[startVertIndex + 1].fPos(), MeshVertices[startVertIndex + 2].fPos(), MeshVertices[startVertIndex + 3].fPos());
|
||||
surf.texture = wallpart.texture;
|
||||
Surfaces.Push(surf);
|
||||
}
|
||||
}
|
||||
|
||||
// Create surfaces for all flats
|
||||
for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
|
||||
{
|
||||
subsector_t* sub = &doomMap.subsectors[i];
|
||||
|
|
@ -304,9 +166,14 @@ void DoomLevelSubmesh::ProcessStaticSurfaces(FLevelLocals& doomMap)
|
|||
continue;
|
||||
sector_t* sector = sub->sector;
|
||||
|
||||
// To do: use HWFlat
|
||||
// HWFlat flat;
|
||||
// flat.Process(&disp, state, sector, whichplane, notexture);
|
||||
CreateFloorSurface(doomMap, sub, sector, nullptr, i);
|
||||
CreateCeilingSurface(doomMap, sub, sector, nullptr, i);
|
||||
|
||||
for (unsigned int j = 0; j < sector->e->XFloor.ffloors.Size(); j++)
|
||||
{
|
||||
CreateFloorSurface(doomMap, sub, sector, sector->e->XFloor.ffloors[j]->model, i);
|
||||
CreateCeilingSurface(doomMap, sub, sector, sector->e->XFloor.ffloors[j]->model, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -333,10 +200,6 @@ void DoomLevelSubmesh::CreateDynamicSurfaces(FLevelLocals& doomMap)
|
|||
}
|
||||
}
|
||||
|
||||
void DoomLevelSubmesh::ProcessDynamicSurfaces(FLevelLocals& doomMap)
|
||||
{
|
||||
}
|
||||
|
||||
void DoomLevelSubmesh::CreateIndexes()
|
||||
{
|
||||
for (size_t i = 0; i < Surfaces.Size(); i++)
|
||||
|
|
@ -850,7 +713,7 @@ void DoomLevelSubmesh::CreateFrontWallSurface(FLevelLocals& doomMap, side_t* sid
|
|||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
surf.ControlSector = nullptr;
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.texture = side->textures[side_t::mid].texture;
|
||||
surf.texture = TexMan.GetGameTexture(side->textures[side_t::mid].texture);
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.Side = side;
|
||||
|
||||
|
|
@ -952,7 +815,7 @@ void DoomLevelSubmesh::CreateMidWallSurface(FLevelLocals& doomMap, side_t* side)
|
|||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
surf.ControlSector = nullptr;
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.texture = texture;
|
||||
surf.texture = TexMan.GetGameTexture(texture);
|
||||
surf.alpha = float(side->linedef->alpha);
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.Side = side;
|
||||
|
|
@ -1038,7 +901,7 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(FLevelLocals& doomMap, side_t*
|
|||
|
||||
surf.plane = ToPlane(verts[0].fPos(), verts[1].fPos(), verts[2].fPos(), verts[3].fPos());
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.texture = side->textures[side_t::mid].texture;
|
||||
surf.texture = TexMan.GetGameTexture(side->textures[side_t::mid].texture);
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
|
||||
SurfaceUniforms uniforms = DefaultUniforms();
|
||||
|
|
@ -1103,7 +966,7 @@ void DoomLevelSubmesh::CreateTopWallSurface(FLevelLocals& doomMap, side_t* side)
|
|||
surf.sampleDimension = side->textures[side_t::top].LightmapSampleDistance;
|
||||
surf.ControlSector = nullptr;
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.texture = side->textures[side_t::top].texture;
|
||||
surf.texture = TexMan.GetGameTexture(side->textures[side_t::top].texture);
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.Side = side;
|
||||
|
||||
|
|
@ -1167,7 +1030,7 @@ void DoomLevelSubmesh::CreateBottomWallSurface(FLevelLocals& doomMap, side_t* si
|
|||
surf.sampleDimension = side->textures[side_t::bottom].LightmapSampleDistance;
|
||||
surf.ControlSector = nullptr;
|
||||
surf.sectorGroup = sectorGroup[front->Index()];
|
||||
surf.texture = side->textures[side_t::bottom].texture;
|
||||
surf.texture = TexMan.GetGameTexture(side->textures[side_t::bottom].texture);
|
||||
surf.AlwaysUpdate = !!(front->Flags & SECF_LM_DYNAMIC);
|
||||
surf.Side = side;
|
||||
|
||||
|
|
@ -1187,9 +1050,9 @@ void DoomLevelSubmesh::SetSideTextureUVs(DoomLevelMeshSurface& surface, side_t*
|
|||
{
|
||||
FFlatVertex* uvs = &MeshVertices[surface.startVertIndex];
|
||||
|
||||
if (surface.texture.isValid())
|
||||
if (surface.texture)
|
||||
{
|
||||
const auto gtxt = TexMan.GetGameTexture(surface.texture);
|
||||
const auto gtxt = surface.texture;
|
||||
|
||||
FTexCoordInfo tci;
|
||||
GetTexCoordInfo(gtxt, &tci, side, texpart);
|
||||
|
|
@ -1244,9 +1107,9 @@ void DoomLevelSubmesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *su
|
|||
|
||||
surf.numVerts = sub->numlines;
|
||||
surf.startVertIndex = MeshVertices.Size();
|
||||
surf.texture = (controlSector ? controlSector : sector)->planes[sector_t::floor].Texture;
|
||||
surf.texture = TexMan.GetGameTexture((controlSector ? controlSector : sector)->planes[sector_t::floor].Texture);
|
||||
|
||||
FGameTexture* txt = TexMan.GetGameTexture(surf.texture);
|
||||
FGameTexture* txt = surf.texture;
|
||||
float w = txt->GetDisplayWidth();
|
||||
float h = txt->GetDisplayHeight();
|
||||
VSMatrix mat = GetPlaneTextureRotationMatrix(txt, sector, sector_t::floor);
|
||||
|
|
@ -1321,9 +1184,9 @@ void DoomLevelSubmesh::CreateCeilingSurface(FLevelLocals& doomMap, subsector_t*
|
|||
|
||||
surf.numVerts = sub->numlines;
|
||||
surf.startVertIndex = MeshVertices.Size();
|
||||
surf.texture = (controlSector ? controlSector : sector)->planes[sector_t::ceiling].Texture;
|
||||
surf.texture = TexMan.GetGameTexture((controlSector ? controlSector : sector)->planes[sector_t::ceiling].Texture);
|
||||
|
||||
FGameTexture* txt = TexMan.GetGameTexture(surf.texture);
|
||||
FGameTexture* txt = surf.texture;
|
||||
float w = txt->GetDisplayWidth();
|
||||
float h = txt->GetDisplayHeight();
|
||||
VSMatrix mat = GetPlaneTextureRotationMatrix(txt, sector, sector_t::ceiling);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue