A hack is best solved by adding another hack on top. Everyone knows this.

This commit is contained in:
Magnus Norddahl 2025-05-10 03:03:40 +02:00
commit ae33d583ad

View file

@ -29,6 +29,16 @@
#include "earcut.hpp"
#include "v_video.h"
struct SectorVertexOrigin
{
SectorVertexOrigin() = default;
SectorVertexOrigin(subsector_t* sub, int plane, int lightmapSlot) : sub(sub), plane(plane), lightmapSlot(lightmapSlot) { }
subsector_t* sub;
int plane;
int lightmapSlot;
};
static TArray<SectorVertexOrigin> sector_origins;
TArray<FFlatVertex> sector_vertices;
TArray<uint32_t> sector_indexes;
@ -232,7 +242,9 @@ static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane,
}
auto& vbo_shadowdata = sector_vertices;
auto& vbo_origins = sector_origins;
int vi = vbo_shadowdata.Reserve(pos);
vbo_origins.Reserve(pos);
int idx = ibo_data.Reserve((pos - 2 * sec->subsectorcount) * 3);
// Create the actual vertices.
@ -255,6 +267,7 @@ static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane,
FVector2 luv = tile.ToUV(FVector3((float)vt->fX(), (float)vt->fY(), (float)plane.ZatPoint(vt)), textureSize);
SetFlatVertex(vbo_shadowdata[vi + pos], vt, plane, luv.X, luv.Y, lindex);
vbo_shadowdata[vi + pos].z += diff;
vbo_origins[vi + pos] = SectorVertexOrigin(sub, h, lightmapIndex);
pos++;
}
}
@ -264,6 +277,7 @@ static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane,
{
SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane);
vbo_shadowdata[vi + pos].z += diff;
vbo_origins[vi + pos] = SectorVertexOrigin(sub, h, lightmapIndex);
pos++;
}
}
@ -297,7 +311,9 @@ static int CreateIndexedSectorVertices(sector_t* sec, const secplane_t& plane, i
return CreateIndexedSectorVerticesLM(sec, plane, floor, h, lightmapIndex);
auto& vbo_shadowdata = sector_vertices;
auto& vbo_origins = sector_origins;
unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
vbo_origins.Reserve(verts.vertices.Size());
float diff;
// Create the actual vertices.
@ -307,6 +323,7 @@ static int CreateIndexedSectorVertices(sector_t* sec, const secplane_t& plane, i
{
SetFlatVertex(vbo_shadowdata[vi + i], verts.vertices[i].vertex, plane);
vbo_shadowdata[vi + i].z += diff;
vbo_origins[vi + i] = SectorVertexOrigin(nullptr, h, lightmapIndex);
}
auto& ibo_data = sector_indexes;
@ -451,41 +468,29 @@ static void UpdatePlaneVertices(FRenderState& renderstate, sector_t* sec, int pl
//
//==========================================================================
static void UpdatePlaneLightmap(FRenderState& renderstate, sector_t* sec, int plane, int lightmapIndex)
static void UpdatePlaneLightmap(FRenderState& renderstate, sector_t* sec, int plane)
{
if (!sec->HasLightmaps)
return;
int startvt = sec->vboindex[plane];
int countvt = sec->vbocount[plane];
secplane_t& splane = sec->GetSecPlane(plane);
auto sections = sec->Level->sections.SectionsForSector(sec);
int pos = startvt;
for (auto& section : sections)
FFlatVertex* vt = &sector_vertices[startvt];
SectorVertexOrigin* origin = &sector_origins[startvt];
for (int i = 0; i < countvt; i++, vt++, origin++)
{
for (auto& sub : section.subsectors)
if (origin->sub)
{
// vertices
int lightmap = sub->LightmapTiles[plane].Size() > lightmapIndex ? sub->LightmapTiles[plane][lightmapIndex] : -1;
int lightmap = origin->sub->LightmapTiles[origin->plane].Size() > origin->lightmapSlot ? origin->sub->LightmapTiles[origin->plane][origin->lightmapSlot] : -1;
if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
{
const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
float lindex = (float)tile.AtlasLocation.ArrayIndex;
for (unsigned int j = 0, end = sub->numlines; j < end; j++)
{
vertex_t* vt = sub->firstline[j].v1;
FVector2 luv = tile.ToUV(FVector3((float)vt->fX(), (float)vt->fY(), (float)splane.ZatPoint(vt)), textureSize);
sector_vertices[pos].lu = luv.X;
sector_vertices[pos].lv = luv.Y;
sector_vertices[pos].lindex = lightmapIndex;
pos++;
}
FVector2 luv = tile.ToUV(FVector3(vt->x, vt->y, vt->z), textureSize);
vt->lu = luv.X;
vt->lv = luv.Y;
vt->lindex = lindex;
}
}
}
renderstate.UpdateShadowData(startvt, &sector_vertices[startvt], countvt);
}
@ -498,6 +503,7 @@ static void UpdatePlaneLightmap(FRenderState& renderstate, sector_t* sec, int pl
static void CreateVertices(TArray<sector_t>& sectors)
{
sector_vertices.Clear();
sector_origins.Clear();
CreateIndexedFlatVertices(sectors);
}
@ -521,18 +527,6 @@ static void CheckPlanes(FRenderState& renderstate, sector_t* sector)
}
}
//==========================================================================
//
//
//
//==========================================================================
static void UpdateLightmapPlanes(FRenderState& renderstate, sector_t* sector)
{
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling, 0);
UpdatePlaneLightmap(renderstate, sector, sector_t::floor, 0);
}
//==========================================================================
//
// checks the validity of all planes attached to this sector
@ -557,19 +551,20 @@ void CheckUpdate(FRenderState& renderstate, sector_t* sector)
void UpdateVBOLightmap(FRenderState& renderstate, sector_t* sector)
{
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling, 0);
UpdatePlaneLightmap(renderstate, sector, sector_t::floor, 0);
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling);
UpdatePlaneLightmap(renderstate, sector, sector_t::floor);
sector_t* hs = sector->GetHeightSec();
if (hs != NULL)
if (hs)
{
UpdatePlaneLightmap(renderstate, hs, sector_t::ceiling, -1);
UpdatePlaneLightmap(renderstate, hs, sector_t::floor, -1);
UpdatePlaneLightmap(renderstate, hs, sector_t::ceiling);
UpdatePlaneLightmap(renderstate, hs, sector_t::floor);
}
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
{
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::ceiling, i + 1);
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::floor, i + 1);
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::ceiling);
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::floor);
}
}
@ -582,6 +577,7 @@ void UpdateVBOLightmap(FRenderState& renderstate, sector_t* sector)
void CreateVBO(FRenderState& renderstate, TArray<sector_t>& sectors)
{
sector_vertices.Clear();
sector_origins.Clear();
CreateVertices(sectors);
renderstate.SetShadowData(sector_vertices, sector_indexes);
}